Skip to main content

Full text of "The game of go, the national game of Japan"

See other formats


in 

HE 

mm 

ill 

DIQQ 

ft5e 

Era 

i.ff/fj-nfJfr 


Wm 


IK 


' 


ZSntskJIn 


■■■■'".-': 


i  MP 


;,£.■::.         Jft 

■£?".'•:■'••'■•■: 

-—,  Hfc^fc  imp  mf,  JwryPnlWji 

B   ....     ^W-Wt^,      . 


,J8£» 


THE   GAME   OF   GO 


Sato   Tadanobu,  a   Samurai   of   the   Twelfth   Century,  Defending 
Himself  with  a  "Goban"  when  Attacked  by  His  Enemies. 


From  a  print  by  Kmiiyoshi. 


(PAGE  s) 


THE    GAME    OF    GO 

THE 
NATIONAL   GAME    OF  JAPAN 


BY 

ARTHUR    SMITH 


NEW    YORK 

MOFFAT,  YARD  &   COMPANY 

1908 


Copyright,  1908 

BY 

ARTHUR  SMITH 

NEW  YORK 

All  rights  reserved 
Published,  July,  1908 


^ 


The  Plimpton  Press  Norwood  Mass.  U.S.A. 


PREFACE 

This  book  is  intended  as  a  practical  guide  to  the  game 
of  Go.  It  is  especially  designed  to  assist  students  of  the 
game  who  have  acquired  a  smattering  of  it  in  some  way  and 
who  wish  to  investigate  it  further  at  their  leisure. 

As  far  as  I  know  there  is  no  work  in  the  English 
language  on  the  game  of  Go  as  played  in  Japan.  There 
is  an  article  on  the  Chinese  game  by  Z.  Volpicelli,  in  Vol. 
XXVI  of  the  "Journal  of  the  China  Branch  of  the  Royal 
Asiatic  Society."  This  article  I  have  not  consulted.  There 
is  also  a  short  description  of  the  Japanese  game  in  a  work 
on  "  Korean  Games  with  Notes  on  the  Corresponding  Games 
of  China  and  Japan,"  by  Stewart  Culin,  but  this  descrip- 
tion would  be  of  little  practical  use  in  learning  to  play  the 
game. 

There  is,  however,  an  exhaustive  treatise  on  the  game 
in  German  by  O.  Korschelt.  This  can  be  found  in  Parts 
^°x  21-24  of  the  "Mittheilungen  der  deutschen  Gesellschaft 
fur  Natur-  und  Volkerkunde  Ostasiens."  The  student  could 
readily  learn  the  game  from  Herr  Korschelt's  article  if  it 
were  available,  but  his  work  has  not  been  translated,  and 
it  is  obtainable  only  in  a  few  libraries  in  this  country.  In 
the  preparation  of  this  book  I  have  borrowed  freely  from 
Herr  Korschelt's  work,  especially  in  the  chapter  devoted 
to  the  history  of  the  game,  and  I  have  also  adopted  many 
of  his  illustrative  games  and  problems. 

Herr   Korschelt  was   an   excellent  player,   and   acquired 


^ 


vi  PREFACE 

his  knowledge  of  the  game  from  Murase  Shuho,  who 
was  the  best  player  in  Japan  at  the  time  his  article  was 
written  (about  1880). 

My  acquaintance  with  the  game  has  been  acquired  from 
Mr.  Mokichi  Nakamura,  a  Japanese  resident  of  this  coun- 
try, who  is  an  excellent  player,  and  whose  enthusiasm  for 
the  game  led  me  to  attempt  this  book.  Mr.  Nakamura  has 
also  supplied  much  of  the  material  which  I  have  used  in 
it.  Toward  the  end  I  have  had  the  expert  assistance  of  Mr. 
Jihei  Hashiguchi,  with  whom  readers  of  the  New  York  Sun 
are  already  acquainted. 

Wherever  possible  I  have  given  the  Japanese  words  and 
phrases  which  are  used  in  playing  the  game,  and  for  those 
who  are  not  familiar  with  the  system  of  writing  Japanese 
with  Roman  characters,  I  may  say  that  the  consonants 
have  the  sounds  used  in  English,  and  the  vowels  the 
sounds  that  are  used  in  Italian,  all  the  final  vowels  being 
sounded.  Thus,  "dame"  is  pronounced  as  though  spelled 
"dahmay." 

New  York,  April,   1908. 


INTRODUCTION 

The  game  of  Go  belongs  to  the  class  of  games  of 
which  our  Chess,  though  very  dissimilar,  is  an  example.  It 
is  played  on  a  board,  and  is  a  game  of  pure  skill,  into  which 
the  element  of  chance  does  not  enter;  moreover,  it  is  an 
exceedingly  difficult  game  to  learn,  and  no  one  can  expect 
to  acquire  the  most  superficial  knowledge  of  it  without 
many  hours  of  hard  work.  It  is  said  in  Japan  that  a  player 
with  ordinary  aptitude  for  the  game  would  have  to  play 
ten  thousand  games  in  order  to  attain  professional  rank  of 
the  lowest  degree.  When  we  think  that  it  would  take  twenty- 
seven  years  to  play  ten  thousand  games  at  the  rate  of  one 
game  per  day,  we  can  get  some  idea  of  the  Japanese  esti- 
mate of  its  difficulty.  The  difficulty  of  the  game  and  the 
remarkable  amount  of  time  and  labor  which  it  is  necessary 
to  expend  in  order  to  become  even  a  moderately  good  player, 
are  the  reasons  why  Go  has  not  spread  to  other  countries 
since  Japan  has  been  opened  to  foreign  intercourse.  For 
the  same  reasons  few  foreigners  who  live  there  have  become 
familiar  with  it. 

On  the  other  hand,  its  intense  interest  is  attested  by 
the  following  saying  of  the  Japanese:  "Go  uchi  wa  oya  no 
shini  me  ni  mo  awanu,"  which  means  that  a  man  playing 
the  game  would  not  leave  off  even  to  be  present  at  the  death- 
bed of  a  parent.  I  have  found  that  beginners  in  this  coun- 
try to  whom  I  have  shown  the  game  always  seem  to  find  it 
interesting,  although  so  far  I  have  known  no  one  who  has 


viii  INTRODUCTION 

progressed  beyond  the  novice  stage.  The  more  it  is  played 
the  more  its  beauties  and  opportunities  for  skill  become 
apparent,  and  it  may  be  unhesitatingly  recommended  to 
that  part  of  the  community,  however  small  it  may  be,  for 
whom  games  requiring  skill  and  patience  have  an  attrac- 
tion. 

It  is  natural  to  compare  it  with  our  Chess,  and  it  may 
safely  be  said  that  Go  has  nothing  to  fear  from  the  com- 
parison. Indeed,  it  is  not  too  much  to  say  that  it  presents 
even  greater  opportunities  for  foresight  and  keen  analysis. 

The  Japanese  also  play  Chess,  which  they  call  "Shogi," 
but  it  is  slightly  different  from  our  Chess,  and  their  game 
has  not  been  so  well  developed. 

Go,  on  the  other  hand,  has  been  zealously  played  and 
scientifically  developed  for  centuries,  and  as  will  appear 
more  at  length  in  the  chapter  on  the  History  of  the  Game, 
it  has,  during  part  of  this  time,  been  recognized  and  fostered 
by  the  government.  Until  recently  a  systematic  treatment 
of  the  game,  such  as  we  are  accustomed  to  in  our  books  on 
Chess,  has  been  lacking  in  Japan.  A  copious  literature 
had  been  produced,  but  it  consisted  mostly  of  collections 
of  illustrative  and  annotated  games,  and  the  Go  masters 
seem  to  have  had  a  desire  to  make  their  marginal  annota- 
tions as  brief  as  possible,  in  order  to  compel  the  beginner 
to  go  to  the  master  for  instruction  and  to  learn  the  game 
only  by  hard   practice. 

Chess  and  Go  are  both  in  a  sense  military  games, 
but  the  military  tactics  that  are  represented  in  Chess  are 
of  a  past  age,  in  which  the  king  himself  entered  the  conflict 
—  his  fall  generally  meaning  the  loss  of  the  battle  —  and  in 
which  the  victory  or  defeat  was  brought  about  by  the  cour- 


INTRODUCTION  ix 

age  of  single  noblemen  rather  than  through  the  fighting 
of  the  common  soldiers. 

Go,  on  the  other  hand,  is  not  merely  a  picture  of  a 
single  battle  like  Chess,  but  of  a  whole  campaign  of  a  mod- 
ern kind,  in  which  the  strategical  movements  of  the  masses 
in  the  end  decide  the  victory.  Battles  occur  in  various  parts 
of  the  board,  and  sometimes  several  are  going  on  at  the 
game  time.  Strong  positions  are  besieged  and  captured, 
and  whole  armies  are  cut  off  from  their  line  of  communica- 
tions and  are  taken  prisoners  unless  they  can  fortify  them- 
selves in  impregnable  positions,  and  a  far-reaching  strategy 
alone  assures  the  victory. 

It  is  difficult  to  say  which  of  the  two  games  gives  more 
pleasure.  The  combinations  in  Go  suffer  in  comparison 
with  those  of  Chess  by  reason  of  a  certain  monotony, 
because  there  are  no  pieces  having  different  movements, 
and  because  the  stones  are  not  moved  again  after  once  being 
placed  on  the  board.  Also  to  a  beginner  the  play,  especially 
in  the  beginning  of  the  game,  seems  vague;  there  are  so 
many  points  on  which  the  stones  may  be  played,  and  the 
amount  of  territory  obtainable  by  one  move  or  the  other 
seems  hopelessly  indefinite.  This  objection  is  more  appar- 
ent than  real,  and  as  one's  knowledge  of  the  game  grows, 
it  becomes  apparent  that  the  first  stones  must  be  played 
with  great  care,  and  that  there  are  certain  definite,  advan- 
tageous positions,  which  limit  the  player  in  his  choice  of 
moves,  just  as  the  recognized  Chess  openings  guide  our 
play  in  that  game.  Stones  so  played  in  the  opening  are 
called  "Joseki"  by  the  Japanese.  Nevertheless,  I  think 
that  in  the  early  part  of  the  game  the  play  is  somewhat 
indefinite  for  any  player  of  ordinary  skill.     On  the  other 


x  INTRODUCTION 

hand,  these  considerations  are  balanced  by  the  greater 
number  of  combinations  and  by  the  greater  number  of  places 
on  the  board  where  conflicts  take  place.  As  a  rule  it  may 
be  said  that  two  average  players  of  about  equal  strength 
will  find  more  pleasure  in  Go  than  in  Chess,  for  in 
Chess  it  is  almost  certain  that  the  first  of  two  such  players 
who  loses  a  piece  will  lose  the  game,  and  further  play  is 
mostly  an  unsuccessful  struggle  against  certain  defeat.  In 
Go,  on  the  other  hand,  a  severe  loss  does  not  by  any 
means  entail  the  loss  of  the  game,  for  the  player  temporarily 
worsted  can  betake  himself  to  another  portion  of  the  field 
where,  for  the  most  part  unaffected  by  the  reverse  already 
suffered,  he  may  gain  a  compensating  advantage. 

A  peculiar  charm  of  Go  lies  in  the  fact  that  through 
the  so-called  "Ko"  an  apparently  severe  loss  may  often 
be  made  a  means  of  securing  a  decisive  advantage  in 
another  portion  of  the  board.  A  game  is  so  much  the 
more  interesting  the  oftener  the  opportunities  for  victory 
or  defeat  change,  and  in  Chess  these  chances  do  not  change 
often,  seldom  more  than  twice.  In  Go,  on  the  other 
hand,  they  change  much  more  frequently,  and  sometimes 
just  at  the  end  of  the  game,  perhaps  in  the  last  moments, 
an  almost  certain  defeat  may  by  some  clever  move  be  changed 
into  a  victory. 

There  is  another  respect  in  which  Go  is  distinctly 
superior  to  Chess.  That  is  in  the  system  of  handicapping. 
When  handicaps  are  given  in  Chess,  the  whole  opening  is 
more  or  less  spoiled,  and  the  scale  of  handicaps,  from  the 
Bishop's  Pawn  to  Queen's  Rook,  is  not  very  accurate;  and 
in  one  variation  of  the  Muzio  gambit,  so  far  from  being  a 
handicap,  it  is  really  an  advantage  to  the  first  player  to  give 


INTRODUCTION  xi 

up  the  Queen's  Knight.  In  Go,  on  the  other  hand,  the 
handicaps  are  in  a  progressive  scale  of  great  accuracy,  they 
have  been  given  from  the  earliest  times,  and  the  openings 
with  handicaps  have  been  studied  quite  as  much  as  those 
without  handicaps. 

In  regard  to  the  time  required  to  play  a  game  of  Go, 
it  may  be  said  that  ordinary  players  finish  a  game  in  an 
hour  or  two,  but  as  in  Chess,  a  championship  game  may 
be  continued  through  several  sittings,  and  may  last  eight 
or  ten  hours.  There  is  on  record,  however,  an  authentic 
account  of  a  game  that  was  played  for  the  championship 
at  Yeddo  during  the  Shogunate,  which  lasted  continuously 
nine  days  and  one  night. 

Before  taking  up  a  description  of  the  board  and  stones 
and  the  rules  of  play,  we  will  first  outline  a  history  of  the 
?a  me. 


CONTENTS 


PAGE 

Introduction vii 


CHAPTER   I 
History  of  the  Game i 

CHAPTER    II 
Description  of  the  Board  and  Stones 18 

CHAPTER   III 
Rules  of  Play 26 

CHAPTER   IV 
General  Methods  of  Play  and  Terminology  of  the  Game    .       57 

CHAPTER   V 
Illustrative  Games 68 

CHAPTER   VI 
"Joseki"  and  Openings        .      119 

CHAPTER   VII 
The  End  Game 186 

CHAPTER   VIII 
Problems 201 


xm 


ILLUSTRATIONS 

PAGE 

Sato  Tadanobu,  a  Samurai  of  the  Twelfth  Century, 
defending  himself  with  a  "goban,"  when  attacked 
by  his   enemies Frontispiece 

Playing  Go 22 


HISTORY  OF  THE  GAME 

The  game  of  Go  is  probably  the  oldest  of  all  known 
games.  It  was  played  by  the  Chinese  from  earliest  antiq- 
uity, and  has  been  played  in  its  present  form  by  the  Japa- 
nese for  over  eleven  centuries,  but  while  the  game  originated 
in  China,  the  Japanese  have  far  surpassed  the  Chinese  in 
skill  at  the  game,  and  it  has  come  to  be  regarded  in  Japan 
as  their  national  game. 

In  the  old  Chinese  works  three  persons  are  named  as 
the  originators  of  the  game,  but  in  Japan  its  invention  is 
commonly  attributed  to  only  one  of  these.  This  man  is 
the  Chinese  emperor  Shun,  who  reigned  from  2255  to  2206 
B.C.  It  is  said  that  this  emperor  invented  the  game  in  order 
to  strengthen  the  weak  mind  of  his  son  Shang  Kiun.  By 
others  the  invention  of  the  game  is  attributed  to  the  pre- 
decessor of  Shun,  the  emperor  Yao,  who  reigned  from  2357 
to  2256  B.C.  If  this  theory  is  correct  it  would  make  the  game 
about  forty-two  hundred  years  old.  The  third  theory  is 
that  Wu,  a  vassal  of  the  Chinese  emperor  Kieh  Kwei  (1818- 
1767  B.C.)  invented  the  game  of  Go.  To  the  same  man 
is  often  attributed  the  invention  of  games  of  cards.  It 
would  seem  that  this  last  theory  is  the  most  credible,  be- 
cause it  would  make  the  invention  more  recent,  and  because 
the  inventor  is  said  to  have  been  a  vassal  and  not  an  emperor. 

Whatever  may  be  the  truth  in  regard  to  the  origin  of  the 


iiJ'i :..:/:..':     THE  GAME  OF  GO 

game,  it  is  perfectly  certain  that  Go  was  already  known 
in  China  in  early  antiquity.  In "  old  Chinese  works,  of 
which  the  oldest  is  dated  about  a  thousand  years  before 
Christ,  a  game  which  can  be  easily  recognized  as  Go  is 
mentioned  casually,  so  that  at  that  time  it  must  have  been 
well  known. 
•  We  are  told  also  that  in  China  somewhere  about  200 
B.C.,  poetry  and  Go  went  hand  in  hand,  and  were  in 
high  favor,  and  a  poet,  Bayu,  who  lived  about  the  year 
240  a.d.,  made  himself  famous  through  poems  in  which 
he  sang  the  praises  of  the  game. 

It  is  remarkable  that  in  the  old  books  it  is  stated  that 
in  the  year  300  a.d.  a  man  by  the  name  of  Osan  was  so 
skilled  in  Go  that  he  could  take  all  the  stones  from  the 
board  after  the  game  had  been  finished  and  then  play  it 
over  from  memory.  This  is  of  interest  also  as  showing  that 
in  the  course  of  time  playing  the  game  has  had  the  effect 
of  strengthening  the  memory  of  Go  players,  because  there 
are  now  hundreds  of  players  in  Japan  who  can  replace 
a  game  move  for  move  after  it  has  been  disarranged.  It 
is  in  fact  the  customary  thing  for  a  teacher  of  the  game  to 
play  the  game  over  in  that  way  in  order  to  criticise  the  moves 
made  by  the  student. 

Anecdotes  have  come  down  to  us  from  the  old  Chinese 
times  in  regard  to  the  game,  of  which  we  will  mention  only 
one,  which  shows  how  highly  it  was  esteemed. 

Sha  An,  a  man  who  lived  in  the  time  of  the  Tsin  Dynasty 
(265-419  a.d.),  carried  on  a  war  with  his  nephew  Sha  Gen. 
Growing  tired  of  taking  life,  they  left  the  victory  to  be  de- 
cided by  a  game  of  Go,  which  they  played  against  each 
other. 


HISTORY  OF  THE.  GAME  3 

The  esteem  in  which  players  were  held  in  the  old  Chi- 
nese times  is  also  shown  by  the  titles  with  which  they  were 
honored;  to  wit,  "Kisei"  or  "  Ki  Shing,"  from  "Ki,"  mean- 
ing Go,  and  "Sei,"  a  holy  man,  and  "Shing,"  magician  or 
sage. 

In  the  time  of  the  Tang  Dynasty  (618-906  a.d.),  and 
again  during  the'  Sung  Dynasty  (960-1126  a.d.),  the  first 
books  about  Go  were  written.  The  game  then  flour- 
ished in  China,  and  there  were  then  many  distinguished 
players  in  that  country. 

According  to  the  Japanese  reckoning  of  time,  Go 
was  introduced  into  Japan  in  the  period  Tern  pyo,  during 
the  reign  of  the  emperor  Shomu,  which  according  to  the 
Chinese  records  was  the  thirteenth  year  of  the  period  Tien 
Tao,  and  during  the  reign  of  the  emperor  Huan  Tsung. 
According  to  our   calendar  this  would    be   about  the  year 

735  A-D- 

A  man  otherwise  well  known  in  the  history  of  Japan, 

Kibi  Daijin,  was  sent  as  an  envoy  to  China  in  that  year, 

and  it  is  said  that  he  brought  the  game  back  with  him  to 

Japan. 

Go  may  have  been  known  in  Japan  before  that  date, 
but  at  any  rate  it  must  have  been  known  about  this  time, 
for  in  the  seventh  month  of  the  tenth  year  of  the  period  Tern 
pyo  (a.d.  738),  we  are  told  that  a  Japanese  nobleman 
named  Kumoshi  was  playing  Go  with  another  noble- 
man named  Adzumabito,  and  that  in  a  quarrel  resulting 
from  the  pame  Kumoshi  killed  Adzumabito  with  his  sword. 

On    its    introduction    into  "japan    a   new  era  opened  in 
the   development  of  the  game,   but  at  first  it  spread  very   . 
slowly,  and  it  is  mentioned  a  hundred  years  later  that  the 


4  THE  GAME   OF   GO 

number  of  Go  players  among  the  nobility  (and  to  them 
the  knowledge  of  the  game  was  entirely  confined)  was  very 
small  indeed. 

In  the  period  called  Kasho  (848-851  a.d.),  and  in  Nin 
Ju  (851-854  a.d.),  a  Japanese  prince  dwelt  in  China,  and 
was  there  taught  the  game  by  the  best  player  in  China. 
The  following  anecdote  is  told  in  regard  to  this  prince: 
that  in  order  to  do  him  honor  the  Chinese  allowed  him  to 
meet  the  best  players,  and  in  order  to  cope  with  them  he 
hit  upon  the  idea  of  placing  his  stones  exactly  in  the  same 
way  as  those  of  his  opponent;  that  is  to  say,  when  his  oppo- 
nent placed  a  stone  at  any  point,  he  would  place  his  stone 
on  a  point  symmetrically  opposite,  and  in  that  way  he  is 
said  to  have  won.  In  regard  to  this  anecdote  it  may  be 
said  that  the  Chinese  must  have  been  very  weak  players, 
or  they  would  speedily  have  found  means  of  overcoming 
this  method  of  defense. 

We  next  hear  that  in  the  year  850  a  Japanese  named 
Wakino  became  famous  as  a  great  devotee  of  the  game.  He 
played  continuously  day  and  night,  and  became  so  engrossed 
in  the  game  that  he  forgot  everything  else  absolutely. 

In  the.  next  two  centuries  the  knowledge  of  the  game 
did  not  extend  beyond  the  court  at  Kioto.  Indeed,  it 
appears  that  it  was  forbidden  to  play  Go  anywhere  else 
than  at  court.  At  all  events  we  are  told  that  in  the  period 
called  Otoku  (1084-1087  a.d.)  the  Prince  of  Dewa,  whose 
name  was  Kiowara  no  Mahira,  secretly  introduced  the 
game  into  the  province  of  Oshu,  and  played  there  with  his 
vassals.  From  that  time  not  only  the  number  of  the  nobil- 
ity who  played  the  game  increased  rapidly,  but  the  common 
people  as  well  began  to  take  it  up. 


HISTORY  OF  THE  GAME  5 

Our  frontispiece  illustrates  an  incident  which  is  said  to 
have  occurred  about  this  time  in  the  city  of  Kamakura. 
A  samurai  named  Sato  Tadanobu,  who  was  a  vassal  of 
Yoshitsune,  a  brother  of  Yoritomo,  the  first  Shogun  of 
Japan,  was  playing  Go  in  his  house  when  he  was  sud- 
denly attacked  by  his  enemies,  and  he  is  depicted  using  the 
"Goban"  as  a  weapon  wherewith  to  defend  himself.  The 
print  is  by  Kuniyoshi,  and  is  one  of  a  series  the  title  of 
which  might  be  translated  as  "Our  Favorite  Hero  Series." 
The  "Go  ban,"  "Go  ishi,"  and  "Go  tsubo"  look  precisely 
like  those  which  are  at  present  in  use,  but  Kuniyoshi  prob- 
ably represented  the  type  in  use  in  his  day  and  not  in  the 
time  of  Yoritomo,  as  it  is  pretty  well  settled  that  in  the 
early  times  the  board  was  smaller. 

There  is  also  a  story  which  comes  down  from  the  Kama- 
kura period  in  regard  to  Hojo  Yoshitoki.  He  is  said  to 
have  been  playing  Go  with  a  guest  at  the  moment  that 
news  arrived  of  the  uprising  of  Wada  Yoshimori.  Yoshitoki 
is  said  to  have  first  finished  the  game  in  perfect  calmness 
before  he  thought  of  his  measures  for  subduing  the  revolu- 
tion.    This  was  in  the  first  year  of  Kempo,  or  12 13  a.d. 

In  the  beginning  of  the  thirteenth  century  we  find  that 
Go  was  widely  known  in  the  samurai  class,  and  was 
played  with  zeal.  At  that  time  everybody  who  went  to 
war,  from  the  most  famous  general  down  to  the  meanest 
soldier,  played  the  game.  The  board  and  stones  were 
carried  with  them  to  the  field  of  battle,  and  as  soon  as  the 
battle  was  over,  they  were  brought  out,  and  the  friendly 
strife  began.  Many  of  the  monks  and  poets  of  that  period 
also  had  a  taste  for  Go,  and  several  of  them  are  men- 
tioned as  celebrated  Go  players. 


6  THE   GAME   OF   GO 

All  three  of  the  great  Japanese  generals,  Nobunaga, 
Hideyoshi,  and  Iyeyasu,  were  devotees  of  the  game.  It  is 
related  that  Nobunaga  came  to  Kioto  in  the  tenth  year  of 
Ten  Sho,  1582  a.d.,  and  lived  in  the  Honnoji  Temple. 
One  night  the  celebrated  Go  player,  Sansha,  of  whom 
more  hereafter,  came  and  played  with  him  until  midnight. 
Sansha  had  scarcely  taken  his  departure  when  the  uprising 
of  Akechi  Mitsuhide  broke  out. 

In  the  periods  Genki  (1570-1572),  Ten  Sho  (1573-1591) 
until  Keicho  (1596-1614),  and  Gen  Wa  (1615-1623),  there 
were  many  celebrated  players  among  the  monks,  poets, 
farmers  and  tradespeople.  They  were  called  to  the  courts 
of  the  daimios  and  to  the  halls  of  the  nobles,  either  in  order 
that  the  nobility  might  play  with  them,  or  more  frequently 
merely  to  exhibit  their  skill  at  the  game.  This  custom 
existed  up  to  the  time  of  the  fall  of  the  Shogunate. 

That  the  Japanese  could  find  pleasure  in  merely  watch- 
ing a  game  that  is  so  abstract  in  its  nature  and  so  difficult 
to  understand  is  evidence  of  the  fact  that  they  were  then  a 
highly  cultivated  people  intellectually.  We  find  nothing 
like  it  in  this  country  except  in  the  narrowest  Chess  circles. 

In  the  beginning  of  the  seventeenth  century  Go 
attained  such  a  high  development  that  there  appeared  a 
series  of  expert  players  who  far  surpassed  anything  known 
before.  Of  these  the  most  famous  were  Honinbo  Sansha 
Hoin?  Nakamura  Doseki,  Hayashi  Rigen,  Inouye  Inseki, 
and  Yasui  Santetsu. 

Sansha  was  the  son  of  a  merchant  of  Kioto.  When  he 
was  nine  years  old  he  shaved  his  head,  named  himself 
Nikkai,  and  became  a  Buddhist  monk  in  the  Temple  of 
Shokokuji,  which  was  one  of  the  principal  temples  of  the 


HISTORY  OF  THE   GAME  7 

Nichi  Ren  sect  in  Kioto.  From  his  early  life  Sansha  was 
very  skilful  at  the  game,  and  upon  giving  up  his  profession 
as  a  monk,  he -obtained  permission  to  institute  a  school  of 
Go  players,  and  he  then  took  the  name  of  Honinbo  San- 
sha. He  was  on  terms  of  familiar  intercourse  with  No- 
bunaga,  Hideyoshi  and  Iyeyasu,  often  accompanied  them 
on  their  travels  and  campaigns,  and  was  present  at  many 
of  the  battles  of  that  troublous  epoch. 

The  school  of  Go  which  Honinbo  opened,  however, 
was  merely  a  private  undertaking.  The  first  State  institu- 
tion in  which  Go  was  taught  was  founded  by  Hideyoshi 
in  the  period  Ten  Sho  (1573—159 1),  but  it  seems  to  have 
had  a  short  existence,  and  the  permanent  institution  which 
lasted  until  the  fall  of  the  Shogunate  was  founded  by  the 
successor  of  Hideyoshi,  Iyeyasu.  Iyeyasu  became  Shogun 
in  the  year  1603,  and  the  foundation  of  the  Go  Academy 
or  "Go  In,"  as  the  Japanese  call  it,  must  have  occurred 
soon  after  he  ascended  the  throne.  Honinbo  Sansha,  who 
was  still  the  best  Go  player  in  japan,  was  named  as 
the  head  of  the  institution.  The  other  most  skilful  masters 
were  installed  as  professors  with  good  salaries.  To  Honinbo 
Sansha,  the  director,  was  given  350  tsubo  of  land  (a  tsubo 
is  as  big  as  two  Japanese  mats  or  tatami,  and  is  therefore 
six  feet  square),  and  an  annual  revenue  of  200  koku  of  rice 
(a  koku  is  a  little  more  than  five  bushels).  Men  of  the  best 
intelligence  could  now  dedicate  themselves  to  the  education 
of  students  and  the  further  development  of  the  game,  freed 
from  the  cares  of  earning  a  livelihood.  In  both  respects 
the  institute  was  eminently  successful.  Its  graduates  were 
much  more  skilful  than  the  previous  generation  of  Go 
players  living  in  the  land.     They  devoted  themselves  en- 


8  THE   GAME   OF   GO 

tirely  to  the  game,  and  either  found  positions  as  players  at 
the  court  of  a  daimio,  or  traveled  through  the  country 
(like  the  poets  and  swordsmen  of  that  period),  playing  the 
game  and  giving  instruction  in  its  mysteries  as  they  found 
opportunity.  If  they  came  to  a  place  which  pleased  them, 
they  often  let  their  years  of  wandering  come  to  an  end  and 
remained  there,  making  their  living  as  teachers  of  the  game. 

At  the  time  of  the  founding  of  the  Academy,  besides 
Honinbo,  the  previously  mentioned  masters,  Hayashi, 
Inouye,  and  Yasui,  were  installed  as  professors.  For  some 
reason,  Nakamura,  who  is  mentioned  above  as  one  of  the 
contemporaries  of  Honinbo,  did  not  appear  at  the  Academy. 
Each  of  the  four  masters  above  named  founded  his  school 
or  method  of  play  independently  of  the  others,  and  the  cus- 
tom existed  that  each  teacher  adopted  his  best  pupil  as  a 
son,  and  thus  had  a  successor  at  his  death;  so  the  teachers 
in  the  Academy  were  always  named  Honinbo,  Inouye, 
Hayashi,  and  Yasui.  (Lovers  of  Japanese  prints  are  al- 
ready familiar  with  this  continued  similarity  of  names.) 

The  best  players  of  the  Academy  had  to  appear  every 
year  before  the  Shogun  and  play  for  his  amusement.  This 
ceremony  was  called  "Go  zen  Go,"  which  means  "playing 
the  game  in  the  august  presence,"  or  "O  shiro  Go,"  "Shiro" 
meaning  "the  honorable  palace,"  and  the  masters  of  the 
game  entered  these  contests  with  the  same  determination 
that  was  displayed  by  the  samurai  on  the  field  of  battle. 

An  anecdote  has  come  down  to  us  from  the  reign  of  the 
third  Shogun,  Tokugawa  Iyemitsu,  showing  how  highlv 
the  Go  masters  regarded  their  art.  At  that  time  Yasui 
Sanchi  was  "  Meijin,"  which,  as  we  shall  see  in  a  moment, 
meant   the   bighest    rank  in   the  Go   world,  while    Honinbo 


HISTORY  OF  THE   GAME  9 

Sanyetsu  held  the  rank  of  "Jo  zu,"  which  was  almost  as 
high,  but  which,  according  to  the  rules,  would  entitle  him 
to  a  handicap  of  one  stone  from  his  expert  adversary; 
and  these  two  men,  being  the  best  players,  were  selected 
to  play  in  the  Shogun's  presence.  Honinbo,  feeling  con- 
scious of  his  skill,  disdained  to  accept  the  handicap,  and 
met  his  adversary  on  even  terms.  The  game  was  proceed- 
ing in  the  presence  of  the  court  nobles  before  the  Shogun 
had  appeared,  and  among  the  spectators  was  Matsudaira 
Higo  no  Kami,  one  of  the  most  powerful  noblemen  of  that 
epoch.  Yasui  Sanchi  was  a  favorite  of  Matsudaira  and 
as  he  watched  the  play  he  remarked  audibly  that  Honinbo 
would  surely  be  defeated.  Honinbo  Sanyetsu  heard  the 
remark,  and  pausing  in  his  play,  he  allowed  the  stone  which 
he  was  about  to  place  on  the  board  to  fall  back  into  the 
"Go  tsubo"  or  wooden  jar  that  holds  the  Go  stones, 
gently  covered  the  "Go  tsubo,"  and  drawing  himself  up 
with  great  dignity,  said:  "I  am  serving  the  Shogun  with 
the  art  of  Go,  and  when  we  Go  masters  enter  a  contest, 
it  is  in  the  same  spirit  as  warriors  go  upon  the  field  of  battle, 
staking  our  life,  if  necessary,  to  decide  the  contest.  While 
we  are  doing  this  we  do  not  allow  interference  or  comments 
from  any  one,  no  matter  how  high  may  be  his  rank.  Al- 
though I  am  not  the  greatest  master  of  the  game,  I  hold  the 
degree  of  '  Jo  zu,'  and,  therefore,  there  are  few  players  in 
Japan  who  are  able  to  appreciate  my  plans,  tactics,  or  strat- 
egy. Nevertheless,  the  Prince  of  Higo  has  unwarrantedly 
prophesied  my  defeat.  I  do  not  understand  why  he  has 
done  this,  but  if  such  a  comment  were  allowed  to  become 
a  precedent,  and  onlookers  were  permitted  to  make  what- 
ever comments  on  the  game  they  saw  fit,  it  would  be  better 


io  THE   GAME   OF   GO 

that  the  custom  of  the  'O  shiro  Go'  should  cease."  Having 
said  this,  he  raised  himself  from  his  seat.  At  this  moment 
the  court  officers  announced  the  coming  of  the  Shogun,  and 
the  noblemen  who  had  assembled  to  see  the  contest,  sur- 
prised and  confused  by  the  turn  affairs  had  taken,  earnestly 
persuaded  Honinbo  to  reseat  himself  and  continue  the  game. 
This  he  obstinately  refused  to  do,  and  endeavored  to  leave 
the  imperial  chamber.  Prince  Matsudaira,  taken  aback, 
scarcely  knew  what  to  do.  However,  he  kotowed  to  Honinbo 
and,  profusely  apologizing,  besought  the  offended  master 
to  finish  the  contest.  Honinbo  Sanyetsu  was  appeased, 
and  resumed  his  seat  at  the  board,  and  both  players,  groused 
by  the  incident,  exerted  every  effort  to  achieve  victory. 
Honinbo  Sanyetsu  won,  whereupon  the  Prince  of  Higo  was 
greatly  humiliated.  Since  then  the  name  of  Sanyetsu  Has 
always  been  revered  as  one  of  the  greatest  of  the  Honinbo 
family. 

In  the  degenerate  days  toward  the  end  of  the  Tokugawa 
Dynasty  the  "Go  zen  Go"  became  a  mere  farce,  and  the 
games  were  all  played  through  and  studied  out  beforehand, 
in  order  that  the  ceremony  in  court  might  not  last  too  long. 
The  custom  was,  however,  maintained  until  the  fall  of  the 
Shogunate  in  1868. 

Honinbo  Sansha  established  at  the  time  of  the  founda- 
tion of  the  Academy  a  method  of  classifying  the  players 
by  giving  them  degrees,  which  still  exists,  although  no 
longer  under  the  authority  of  the  State.  When  a  man 
attained  to  a  certain  measure  of  skill  in  the  game  he  received 
the  title  "Shodan,"  or,  of  the  first  degree.  The  still  stronger 
players  were  arranged  as  "Nidan,"  "Sandan,"  "Yodan," 
etc.,  or  of  the  second,  third,  and  fourth  degrees.     The  high- 


HISTORY  OF  THE   GAME  n 

est  degree  in  the  series  was  "Kudan,"  or  the  ninth  degree. 
In  order  to  attain  the  first  degree,  or  "Shodan,"  the  candi- 
date must  be  an  excellent  player,  so  good  in  fact  that  he 
could  follow  the  game  as  a  profession.  In  other  games 
such  a  graduated  system  of  classifying  players  would  be 
scarcely  possible,  but  among  good  Go  players  it  is 
feasible,  because  the  better  player  almost  invariably  wins, 
even  if  he  be  but  slightly  superior.  If  the  difference  in 
skill  could  not  be  equalized  in  some  way  the  game  would 
become  tiresome,  as  the  weaker  player  would  almost  always 
be  able  to  foresee  his  defeat.  The  stronger  player,  therefore, 
allows  his  adversary  to  place  enough  stones  on  the  board 
as  a  handicap  to  make  the  adversaries  approximately  equal. 

According  to  the  rules  of  the  Academy,. if  the  difference 
between  the  skill  of  the  players  was  only  one  degree,  the 
weaker  player  would  be  allowed  the  first  move.  If  the  differ- 
ence was  two  degrees,  the  weaker  player  would  be  allowed 
to  place  a  stone  on  the  board,  and  the  stronger  player  would 
have  the  first  move,  and  so  on;  in  other  words,  the  differ- 
ence between  each  degree  might  be  called  half  a  stone. 
Thus,  a  player  of  the  fourth  degree  would  allow  a  player 
of  the  first  degree  to  place  two  stones  on  the  board  as  a 
handicap,  but  would  have  the  first  move.  A  player  of  the 
seventh  degree  would  allow  a  player  of  the  first  degree  three 
stones,  and  a  player  of  the  ninth  degree  would  allow  a  player 
of  the  first  degree  four  stones.  Four  was  the  highest  handi- 
cap allowed  among  the  players  holding  degrees,  but,  as  we 
shall  see  later,  among  players  of  less  skill  greater  handicaps 
are  frequently  given. 

A  player  of  the  seventh  degree  also  received  the  honor- 
ary title  "Jo  zu,"  or  the  higher  hand.     Those  of  the  eighth 


iz  THE  GAME  OF  GO 

rank  were  called  "  Kan  shu,"  or  the  half-way  step,  and 
those  of  the  ninth  degree  were  called  "Mei  shu,"  the  clear, 
bright  hand,  or  "Mei  jin,"  literally  "celebrated  man."  It 
is  related  that  this  last  appellation  arose  in-  the  time  of  No- 
bunaga,  who  was  a  spectator  of  a  game  played  by  Honinbo 
Sansha  with  some  contemporary,  and  who  expressed  his 
admiration  of  the  skill  of  Honinbo  by  exclaiming  "Mei 
jin!"  which  thus  became  the  title  applied  to  players  of  the 
highest  skill. 

Since  the  institution  of  this  method  of  classifying  Go 
players  over  three  hundred  years  ago,  there  have  been  only 
nine  players  who  have  attained  the  ninth  degree,  and  only 
fourteen  players  who  have  attained  the  eighth  degree.  On 
the  other  hand,  there  have  been  many  more  of  the  seventh, 
and  many  more  still  of  each  of  the  lower  degrees.  In  1880, 
at  the  time  Korschelt  wrote  the  article  previously  referred 
to,  there  was  only  one  player  in  Japan  holding  the  seventh 
degree,  and  that  was  the  celebrated  Murase  Shuho.  At 
present  there  is  one  player  who  holds  the  ninth  degree. 
His  name  is  Honinbo  Shuyei,  and  he  is  the  only  player 
who  has  attained  the  ninth  degree  during  the  period  called 
the  "Meiji,"  or  since  the  fall  of  the  Shogunate  forty  years 
ago. 

This  arrangement  of  the  players  in  degrees  is  unknown 
in  China  and  Korea.  On  the  other  hand,  it  is  in  use  in 
the  Ryukyu  or  Loochoo  Islands. 

The  Japanese  seem  to  have  regarded  the  classification  in 
degrees  as  an  absolute  standard  of  measurement.  Never- 
theless, it  must  necessarily  have  varied  from  time  to  time, 
and  in  the  course  of  centuries  the  standard  must  gradually 
have  risen. 


HISTORY  OF  THE   GAME  13 

Players  of  high  rank  who  are  challenged  by  the  im- 
proving players  of  the  lower  grades  will  instinctively  desire 
to  make  it  more  difficult  for  the  new  players  to  attain  the 
higher  degree,  because  their  own  fame,  which  is  their 
highest  possession,  depends  upon  the  result  of  the  game; 
and  assuming  that  all  trial  games  could  be  conducted  in  an 
impartial  and  judicial  spirit,  nevertheless,  all  the  players 
would  become  more  expert  from  the  hard  practice,  even 
if  their  skill  in  relation  to  each  other  remained  the  same. 

Thus  a  seventh  degree  player  of  to-day  would  be  better 
in  a  year  although  he  still  remained  in  the  seventh  degree, 
and  this  constant  raising  of  the  standard  must  lead  us  to 
suppose  that  a  player  of  the  seventh  degree  now  is  quite 
equal  or  perhaps  superior  to  an  eighth  or  ninth  degree 
player  of  a  hundred  or  two  hundred  years  ago.  As  an  illus- 
tration of  this  increase  in  skill,  we  only  have  to  compare 
the  standard  set  in  the  Ryukyu  Islands.  They  also  estab- 
lished the  classification  in  degrees  soon  after  the  foundation 
of  the  Academy  in  japan,  and  then  the  two  institutions 
seem  to  have  lost  touch.  Korschelt  relates  that  for  the  first 
time  about  the  year  1880  a  Go  player  of  the  second  degree 
from  the  Satsuma  province  visited  those  Islands  and  tried 
his  skill  with  their  best  players,  and  found  that  he  could 
easily  defeat  the  players  there  classified  as  of  the  fifth  degree. 

The  position  as  head  of  the  Academy  was  much 
coveted  by  Go  players,  but  it  was  generally  held  by 
the  Honinbo  family.  One  of  the  last  incidents  in  relation 
to  the  Academy  tells  of  an  attempt  on  the  part  of  Inouye 
Inseki,  the  eleventh  of  that  line,  to  obtain  the  headship  of 
the  Academy  when  Honinbo  Jowa,  who  was  the  twelfth 
Honinbo,  retired.     Inseki  was  afraid   he  could  not  obtain 


i4  THE   GAME   OF   GO 

the  coveted  position  by  a  contest,  and  therefore  strove  to 
obtain  it  by  intrigue  from  the  Shogun's  officer  intrusted  with 
the  business  of  the  Academy.  When  Jowa  retired  he  was 
not  unaware  of  the  desires  of  Inseki,  but  it  did  not  trouble 
him  much,  as  he  felt  confident  that  the  fourteenth  Honinbo, 
whose  name  was  Shuwa,  could  successfully  defend  his 
title.  However,  at  last  matters  came  to  such  a  point  that 
Jowa  ordered  Shuwa  to  present  a  petition  to  the  Shogun 
requesting  that  the  title  be  settled  by  contest,  but  the  Sho- 
gun's officer,  who  was  in  league  with  Inseki,  returned  the 
petition,  whereupon  all  of  the  Honinbo  house  rose  and  in- 
sisted on  their  rights  in  accordance  with  custom  and  pre- 
cedent, and  at  last  their  petition  was  granted.  It  was  fixed 
that  the  title  was  to  be  decided  by  ten  games,  and  the  first 
game  began  at  the  residence  of  the  Shogun's  officer,  Inaba 
Tango  no  Kami,  on  the  29th  of  November,  in  the  eleventh 
year  of  Tempo  (about  sixty-six  years  ago),  and  it  ended 
the  same  year  on  the  13th  of  December.  There  was  an 
adjournment  of  four  days,  and  on  one  occasion  the  contest 
lasted  all  night.  Therefore  in  all  it  took  nine  days  and  one 
night  to  finish  the  game. 

It  is  unnecessary  to  say  that  both  players  put  forth  all 
their  efforts  in  this  life  and  death  struggle,  and  it  is  said 
that  Inseki's  excitement  was  so  intense  as  to  cause  blood 
to  gush  from  his  mouth,  but  he  finally  lost  by  four  stones, 
and  the  other  nine  games  were  not  played.  Inseki,  how- 
ever, mortified  by  his  defeat,  again  challenged  Shuwa. 
This  game  began  on  the  16th  of  May  in  the  thirteenth  year 
of  Tempo,  and  lasted  two  days.  Inseki  again  lost  by  six 
stones.  On  November  17th  of  the  same  year  a  third  con- 
test took  place  between  Shuwa  and  Inseki  in  the  presence 


HISTORY  OF  THE   GAME  15 

of  the  Shogun  in  his  palace  at  Tokio.  Inseki  again  lost  by 
four  stones.  In  all  these  contests  Inseki  as  the  challenger 
had  the  first  move,  and  he  finally  became  convinced  of  his 
inability  to  win  from  the  scion  of  the  Honinbo  family,  and 
abandoned  his  life-long  desire,  and  it  is  related  that  there- 
upon the  houses  of  Honinbo  and  Inouye  became  more 
friendly  than  ever. 

In  the  first  half  of  the  nineteenth  century  Go  had  a 
period  of  great  development.  This  occurred  according  to 
the  Japanese  calendar  in  the  periods  called  Bun  Kwa  (1804- 
1818),  Bun  Sei  (1818-1829),  and  Tempo  (1830-1844). 
The  collection  of  specimen  games  of  that  time  are  to-day 
regarded  as  models,  and  the  methods  of  play  and  of  opening 
the  game  then  in  use  are  still  studied,  although  they  have 
been  somewhat  superseded.  The  best  games  were  played 
by  the  Honinbos  Dosaku  and  Jowa  and  Yasui  Sanchi. 

On  the  fall  of  the  Shogunate  in  the  year  1868  the  Go 
Academy  came  to  an  end,  and  with  it  the  regulation  of  the 
game  by  the  State.  A  few  years  later  the  daimios  were 
dispossessed,  and  they  did  not  feel  an  obligation  as  private 
individuals  to  retain  the  services  of  the  Go  players  who 
had  been  in  attendance  at  their  courts.  Thereupon  ensued 
a  sad  time  for  the  masters  of  the  game,  who  had  thereto- 
fore for  the  most  part  lived  by  the  practice  of  their  art,  and 
to  make  things  still  worse,  the  Japanese  people  lost  their 
interest  in  Go.  Upon  the  opening  of  the  country  the 
people  turned  with  enthusiasm  to  the  foreigners.  Foreign 
things  were  more  prized  than  native  things,  and  among  the 
things  of  native  origin  the  game  of  Go  was  neglected. 

About  the  year  1880,  however,  a  reaction  set  in;  inter- 
est in  the  old  national  game  was  revived,  and  at  the  present 


16  THE  GAME  OF  GO 

day  it  is  fostered  with  as  much  zeal  as  in  the  olden 
times. 

Most  of  the  higher  officials  of  the  government,  and  also 
the  officers  in  the  army  and  navy,  are  skilled  players.  The 
great  daily  newspapers  of  the  capitals  have  a  Go  depart- 
ment, just  as  some  of  our  periodicals  have  a  department 
devoted  to  Chess,  and  the  game  is  very  much  played  at  the 
hot  springs  and  health  resorts,  and  clubs,  and  teachers  of 
the  art  are  found  in  all  of  the  larger  cities.  Go  has 
always  retained  something  of  its  early  aristocratic  character, 
and  in  fact,  it  is  still  regarded  as  necessary  lor  a  man  of 
refinement  to  possess  a  certain  skill  at  the  game. 

During  the  recent  Russo-Japanese  War  the  strategy 
employed  by  the  Japanese  commanders  certainly  suggested 
the  methods  of  play  used  in  the  game  of  Go.  Whether 
this  was  an  accidental  resemblance  or  not  I  cannot  say. 
At  Liao  Yang  it  seemed  as  if  Marshal  Oyama  had  got  three 
of  the  necessary  stones  advantageously  placed,  but  the 
Russians  escaped  before  the  fourth  could  be  moved  into 
position.  At  the  final  battle  of  Mukden  the  enveloping 
strategy  characteristic  of  the  game  was  carried  out  with 
still  greater  success. 

At  the  present  time  the  division  into  the  four  schools  of 
Honinbo,  Inouye.  Hayashi,  and  Yasui,  no  longer  exists, 
and  Go  players  are  divided  into  the  schools  of  Honinbo 
and  Hoyensha.  This  latter  school  was  established  about 
the  year  1880  by  Murase  Shuho,  to  whom  reference  has 
already  been  made. 

The  Honinbo  school  is  the  successor  of  the  old  Academy, 
while  the  new  school  has  made  one  or  two  innovations,  one 
of  the  most  fortunate  being  a  rule  that  no  game  shall  last 


HISTORY  OF  THE  GAME  17 

longer  than  twenty-four  hours  without  interruption.  The 
Hoyensha  school  also  recognized  the  degree  "  Inaka  Sho- 
dan,"  which  means  the  "first  degree  in  the  country,"  and 
is  allowed  to  a  class  of  players  who  are  regarded  as  entitled 
to  the  first  degree  in  their  native  town,  but  who  are  generally 
undeceived  when  they  meet  the  recognized  "Shodan" 
players  of  the  metropolis. 

While  in  Japan  Go  has  attained  such  a  high  devel- 
opment, largely  through  the  help  of  the  government,  as 
has  been  shown,  it  seems  to  be  decadent  in  its  motherland 
of  China.  The  Japanese  players  assure  us  that  there  is 
no  player  in  China  equal  to  a  Japanese  player  of  the  first 
degree.  In  Korea  also  the  game  is  played,  but  the  skill 
there  attained  is  also  immensely  below  the  Japanese  stand- 
ard. 

Having  now  given  an  idea  of  the  importance  of  the  game 
in  the  eyes  of  the  Japanese,  and  the  length  of  time  it  has 
been  played,  we  will  proceed  to  a  description  of  the  board 
and  stones,  and  then  take  up  the  details  of  the  play. 


II 

DESCRIPTION  OF  THE   BOARD  AND   STONES 

The  board,  or  "Go  Ban"  as  it  is  called  in  Japanese, 
is  a  solid  block  of  wood,  about  seventeen  and  a  half  inches 
long,  sixteen  inches  broad,  and  generally  about  four  or  five 
inches  thick.  It  has  four  detachable  feet  or  legs  so  that  as 
it  stands  on  the  floor  it  is  about  eight  inches  high.  The 
board  and  feet  are  always  stained  yellow. 

The  best  boards  in  Japan  are  made  of  a  wood  called 
"Kaya"  (Torreya  Nuafera)  a  species  of  yew.  They  are 
also  made  of  a  wood  called  "Icho"  or  Gingko  (Sahsburia 
adiantifolia)  and  of  "Hinoki"  (Thuya  Obtusa)  a  kind  of 
cedar.  At  all  events  they  must  be  of  hard  wood,  and  yet 
not  so  hard  as  to  be  unpleasant  to  the  touch  when  the  stone 
is  placed  on  the  board,  and  the  wood  must  further  have 
the  quality  of  resonance,  because  the  Japanese  enjoy  hear- 
ing the  sound  made  by  the  stone  as  it  is  played,  and  they 
always  place  it  on  the  board  with  considerable  force  when 
space  will  permit.  The  Japanese  expression  for  playing 
Go,  to  wit,  "Go  wo  utsu,"  literally  means  to  "strike" 
Go,  referring  to  the  impact  of  the  stone.  In  Korea  this 
feature  is  carried  to  such  an  extreme  that  wires  are 
stretched  beneath  the  board,  so  that  as  a  stone  is  played 
a  distinct  musical  sound  is  produced.  The  best  boards 
should,  of  course,  be  free  from  knots,  and  the  grain  should 
run  diagonally  across  them. 


DESCRIPTION  OF   BOARD  AND   STONES     19 

In  the  back  of  the  board  there  is  cut  a  square  depres- 
sion. The  purpose  of  this  is  probably  to  make  the  block 
more  resonant,  although  the  old  Japanese  stories  say  that 
this  depression  was  put  there  originally  to  receive  the  blood 
of  the  vanquished  in  case  the  excitement  of  the  game  led 
to  a  sanguinary  conflict. 

The  legs  of  the  board  are  said  to  be  shaped  to  resemble 
the  fruit  of  the  plant  called  "Kuchinashi"  or  Cape  Jessa- 
mine {Gardenia  floribunda),  the  name  of  which  plant  by 
accident  also  means  "without  a  mouth,"  and  this  is  sup- 
posed to  suggest  to  onlookers  that  they  refrain  from  making 
comments  on  the  game  (a  suggestion  which  all  Chess  play- 
ers will  appreciate). 

On  the  board,  parallel  with  each  edge,  are  nineteen 
thin,  lacquered  black  lines.  These  lines  are  about  four 
one-hundredths  of  an  inch  wide.  It  has  been  seen  from 
the  dimensions  given  that  the  board  is  not  exactly  square, 
and  the  field  therefore  is  a  parallelogram,  the  sides  of  which 
are  sixteen  and  a  half  and  fifteen  inches  long  respectively, 
and  the  lines  in  one  direction  are  a  little  bit  farther  apart 
than  in  the  other.  These  lines,  by  their  crossing,  produce 
three  hundred  and  sixty-one  points  of  intersection,  inclu- 
ding the  corners  and  the  points  along  the  edge  of  the 
field. 

The  stones  are  placed  on  these  points  of  intersection, 
and  not  in  the  spaces  as  the  pieces  are  in  Chess  or  Checkers. 
These  intersections  are  called  "Me"  or  "Moku"  in  Jap- 
anese, which  really  means  "an  eye."  Inasmuch  as  the 
word  as  used  in  this  connection  is  untranslatable,  I  shall 
hereafter  refer  to  these  points  of  intersection  by  their  Jap- 
anese name. 


20  THE   GAME   OF   GO 

On  the  board,  as  shown  in  the  diagram  (Plate  i),  are 
nine  little  circles.  It  is  on  these  circles  that  the  handicap 
stones  when  given  are  placed.  They  have  no  other  func- 
tion in  the  game,  but  they  are  supposed  also  to  have  some 
sort  of  symbolical  meaning.  Chamberlain  states  that 
these  spots  or  "Seimoku"  are  supposed  to  represent  the 
chief  celestial  bodies,  and  that  the  central  one  is  called 
"Taikyoku";  that  is,  the  primordial  principle  of  the  uni- 
verse. In  the  work  of  Stewart  Culin  referred  to  in  the 
preface  it  is  stated  that  they  correspond  to  the  nine  lights 
of  heaven  —  the  sun,  moon  and  the  seven  stars  of  the 
constellation  "Tau"  (Ursa  Major).  Indeed  the  whole 
arrangement  of  the  board  is  said  to  have  some  symbolical 
significance,  the  number  of  crosses  (exclusive  of  the  cen- 
tral one)  representing  the  three  hundred  and  sixty  degrees 
of  latitude,  and  the  number  of  white  and  black  stones  cor- 
responding to  the  number  of  days  of  the  year;  but  nowa- 
days the  Japanese  do  not  make  much  of  a  point  of 
the  astronomical  significance  of  the  board  or  of  the  "Sei- 
moku." 

The  stones  or  "Ishi"  with  which  the  game  is  played 
are  three  hundred  and  sixty-one  in  number,  corresponding 
to  the  number  of  "Me"  or  points  of  intersection  on  the 
board.  One  hundred  and  eighty  of  these  stones  are  white 
and  the  remaining  one  hundred  and  eighty-one  are  black. 
As  the  weaker  player  has  the  black  stones  and  the  first 
move,  obviously  the  extra  stone  must  be  black.  In  prac- 
tice the  entire  number  of  stones  is  never  used,  as  at  the  end 
of  the  game  there  are  always  vacant  spaces  on  the  board. 
The  Japanese  generally  keep  these  stones  in  gracefully 
shaped,  lacquered  boxes  or  "Go  tsubo." 


DESCRIPTION  OF   BOARD  AND   STONES    21 


it 


■> — 

/ 



Plate   I 
The  Board  Showing  the  "  Seimoku. 


i/7'^- 


22  THE   GAME    OF  GO 

The  white  stones  are  made  of  a  kind  of  white  shell;  they 
are  highly  polished,  and  are  exceedingly  pleasant  to  the 
touch.  The  best  come  from  the  provinces  of  Hitachi  and 
Mikawa.  The  black  are  made  of  stone,  generally  a  kind 
of  slate  that  comes  from  the  Nachi  cataract  in  Kishiu. 
As  they  are  used  they  become  almost  jet-black,  and  they  are 
also  pleasant  to  the  touch,  but  not  so  much  so  as  the  white. 
A  good  set  is  quite  dear,  and  cannot  be  purchased  under 
several  yen.  The  ideograph  formerly  used  for  "Go  ishi" 
indicates  that  originally  they  were  made  of  wood,  and  not 
of  stone,  and  the  old  Chinese  ideograph  shows  that  in 
that  country  they  were  wooden  pieces  painted  black  and 
white.  The  use  of  polished  shell  for  the  white  stones  was 
first  introduced  in  the  Ashikaga  period. 

In  form  the  stones  are  disk-shaped,  but  not  always  ex- 
actly round,  and  are  convex  on  both  surfaces,  so  that  they 
tremble  slightly  when  placed  on  the  board.  They  are 
about  three-quarters  of  an  inch  in  diameter,  and  about 
one-eighth  of  an  inch  in  thickness.  The  white  stones  are 
generally  a  trifle  larger  than  the  black  ones;  for  some 
strange  reason  those  of  both  colors  are  a  little  bit  wider 
than  they  should  be  in  order  to  fit  the  board.  Korschelt 
carefully  measured  the  stones  which  he  used,  and  found 
that  the  black  were  seventeen-sixteenths  of  the  distance 
between  the  vertical  lines  on  his  board,  and  about  eighteen- 
nineteenths  of  the  distance  between  the  horizontal  lines, 
while  the  white  stones  were  thirteen-twelfths  of  the  distance 
between  the  vertical  lines  and  thirty-six  thirty-sevenths 
of  the  distance  between  the  horizontal  lines.  I  found  about 
the  same  relation  of  size  in  the  board  and  stones  which 
I  use. 


Pn 


DESCRIPTION  OF   BOARD  AND   STONES    23 

The  result  of  this  is  that  the  stones  do  not  have  quite 
room  enough  and  lap  over  each  other,  and  when  the  board 
is  very  full,  they  push  each  other  out  of  place.  To  make 
matters  still  worse  the  Japanese  are  not  very  careful  to  put 
the  stones  exactly  on  the  points  of  intersection,  but  place 
them  carelessly,  so  that  the  board  has  an  irregular  ap- 
pearance. It  is  probable  that  the  unsymmetrical  shape  of 
the  board  and  the  irregularity  of  the  size  of  the  stones 
arise  from  the  antipathy  that  the  Japanese  have  to  exact 
symmetry.  At  any  rate,  it  is  all  calculated  to  break  up  the 
monotonous  appearance  which  the  board  would  have  if  the 
spaces  were  exactly  square,  and  the  stones  were  exactly 
round  and  fitted  properly  in  their  places. 

In  Japan  the  board  is  placed  on  the  floor,  and  the  players 
sit  on  the  floor  also,  facing  each  other,  as  shown  in  the 
illustration,  and  generally  the  narrower  side  of  the  board  is 
placed  so  as  to  face  the  players.  Since  the  introduction  of 
tables  in  Japan  Go  boards  are  also  made  thinner  and 
without  feet,  but  the  game  seems  to  lose  some  of  its 
charm  when  the  customs  of  the  old  Japan  are  departed 
from. 

The  Japanese  always  take  the  stone  between  the  middle 
and  index  fingers,  and  not  between  the  thumb  and  index 
finger  as  we  are  likely  to  do,  and  they  place  it  on  the  board 
smartly  and  with  great  skill,  so  that  it  gives  a  cheerful 
sound,  as  before  stated. 

For  use  in  this  country  the  board  need  not  be  so  thick, 
and  need  not,  of  course,  have  feet,  but  if  it  is  attempted  to 
play  the  game  on  cardboard,  which  has  a  dead  sound  as 
the  stones  are  played,  it  is  surprising  how  much  the  pleas- 
ure of  the    game   is    diminished.     The    author   has    found 


24  THE   GAME   OF   GO 

that  Casino  chips  are  the  best  substitute  for  the  Japanese 
stones. 

Originally  the  board  used  for  the  game  of  Go  was  not 
so  large,  and  the  intersecting  lines  in  each  direction  were 
only  seventeen  in  number.  At  the  time  of  the  foundation 
of  the  Go  Academy  this  was  the  size  of  board  in  use.  As 
the  game  developed  the  present  number  of  lines  became 
fixed  after  trial  and  comparison  with  other  possible  sizes. 
Korschelt  made  certain  experiments  with  the  next  possible 
larger  size  in  which  the  number  of  lines  in  each  direction 
was  twenty-one,  and  it  seemed  that  the  game  could  still 
be  played,  although  it  made  necessary  the  intellect  of  a 
past  master  to  grasp  the  resulting  combinations.  If  more 
than  twenty-one  lines  are  used  Korschelt  states  that  the 
combinations  are  beyond  the  reach  of  the  human  mind. 

In  closing  the  description  of  the  board  it  may  be  inter- 
esting to  point  out  that  the  game  which  we  call  "Go  Bang" 
or  "Five  in  a  Row,"  is  played  on  what  is  really  a  Japanese 
Go  board,  and  the  word  "Go  Bang"  is  merely  another 
phonetic  imitation  of  the  words  by  which  the  Japanese 
designate  their  board.  I  have  found,  however,  that  the 
"Go  Bang"  boards  sold  in  the  stores  in  this  country  are 
an  imitation  of  the  original  Japanese  "Go  ban,"  and  have 
only  seventeen  lines,  and  are  therefore  a  little  too  small 
for  the  game  as  now  played.  The  game  which  we  call 
"Go  Bang"  also  originated  in  Japan,  and  is  well  known 
and  still  played  there.  They  call  it  "Go  Moku  Narabe," 
which  means  to  arrange  five  "Me,"  the  word  "Go"  in  this 
case  meaning  "five,"  and  "Moku"  being  the  alternative 
way  of  pronouncing  the  ideograph  for  eye.  "Go  Moku 
Narabe"    is   often    played    by   good    Go   players,    generally 


DESCRIPTION  OF   BOARD   AND   STONES    25 

for  relaxation,  as  it  is  a  vastly  simpler  game  than  Go,  and 
can  be  finished  much  more  rapidly.  It  is  not,  however, 
to  be  despised,  as  when  played  by  good  players  there  is 
considerable  chance  for  analysis,  and  the  play  often  covers 
the  entire  board. 


Ill 

RULES   OF   PLAY 

The  players  play  alternately,  and  the  weaker  player 
has  the  black  stones  and  plays  first,  unless  a  handicap 
has  been  given,  in  which  case  the  player  using  the  white 
stones  has  the  first  move.  (In  the  olden  times  this  was  just 
reversed.)  They  place  the  stones  on  the  vacant  points  of 
intersection  on  the  board,  or  "Me,"  and  they  may  place 
them  wherever  they  please,  with  the  single  exception  of 
the  case  called  "Ko,"  which  will  be  hereafter  explained. 
When  the  stones  are  once  played  they  are  never  moved 
again. 

The  object  of  the  game  of  Go  is  to  secure  territory.  Just 
as  the  object  of  the  game  of  Chess  is  not  to  capture  pieces, 
but  to  checkmate  the  adverse  King,  so  in  Go  the  ultimate 
object  is  not  to  capture  the  adversary's  stones,  but  to  so 
arrange  matters  that  at  the  end  of  the  game  a  player's 
stones  will  surround  as  much  vacant  space  as  possible.  At  the 
end  of  the  game,  however,  before  the  amount  of  vacant  space 
is  calculated,  the  stones  that  have  been  taken  are  used  to 
fill  up  the  vacant  spaces  claimed  by  the  adversary;  that 
is  to  say,  the  captured  black  stones  are  used  to  fill  up  the 
spaces  surrounded  by  the  player  having  the  White  pieces, 
and  vice  versa,  and  the  player  who  has  the  greatest  amount 
of  territory  after  the  captured  stones  are  used  in  this  way, 
is  the  winner  of  the  game.     However,  if  the  players,  fearing 

26 


RULES   OF   PLAY  27 

each  other,  merely  fence  in  parts  of  the  board  without  re- 
gard to  each  other's  play,  a  most  uninteresting  game 
results,  and  the  Japanese  call  this  by  the  contemptuous  epi- 
thet "Ji  dori  go,"  or  "ground  taking  Go."  I  have  noticed 
that  beginners  in  this  country  sometimes  start  to  play  in 
this  way,  and  it  is  one  of  the  many  ways  by  which  the  play 
of  a  mere  novice  may  be  recognized.  The  best  games  arise 
when  the  players  in  their  efforts  to  secure  territory  attack 
each  other's  stones  or  groups  of  stones,  and  we  therefore 
must  know  how  a  stone  can  be  taken. 

A  stone  is  taken  when  it  is  surrounded  on  four  opposite 
sides  as  shown  in  Plate  2,  Diagram  1.  When  it  is  taken 
it  is  removed  from  the  board.  It  is  not  necessary  that  a 
stone  should  also  be  surrounded  diagonally,  which  would 
make  eight  stones  necessary  in  order  to  take  one;  neither 
do  four  stones  placed  on  the  adjacent  diagonal  inter- 
sections cause  a  stone  to  be  taken:  they  do  not  directly 
attack  the  stone  in  the  center  at  all.  Plate  2,  Diagram  iv, 
shows  this  situation. 

A  stone  which  is  placed  on  the  edge  of  the  board  may 
be  surrounded  and  captured  by  three  stones,  as  shown  in 
Plate  2,  Diagram  11,  and  if  a  stone  is  placed  in  the  extreme 
corner  of  the  board,  it  may  be  surrounded  and  taken  by 
two  stones,  as  shown  in  Plate  2,  Diagram  ill. 

In  actual  practice  it  seldom  or  never  happens  that  a 
stone  or  group  of  stones  is  surrounded  by  the  minimum 
number  requisite  under  the  rule,  for  in  that  case  the  player 
whose  stones  were  threatened  could  generally  manage  to 
break  through  his  adversary's  line.  It  is  almost  always 
necessary  to  add  helping  stones  to  those  that  are  strictly 
necessary  in  completing  the  capture.     Plate  2,  Diagram  v, 


28  THE   GAME   OF   GO 

shows  four  stones  which  are  surrounded  with  the  minimum 
number  of  stones.  Plate  2,  Diagram  vi,  shows  the  same 
group  with  a  couple  of  helping  stones  added,  which  would 
probably  be  found  necessary  in  actual  play. 

It  follows  from  this  rule  that  stones  which  are  on  the 
same  line  parallel  with  the  edges  of  the  board  are  connected, 
and  support  each  other,  Plate  2,  Diagram  vn,  while  stones 
which  are  on  the  same  diagonal  line  are  not  connected,  and 
do  not  support  each  other,  Plate  2,  Diagram  vin.  In 
order  to  surround  stones  which  are  on  the  same  line,  and 
therefore  connected,  it  is  necessary  to  surround  them  all 
in  order  to  take  them,  while  stones  which  are  arranged  on 
a  diagonal  line,  and  therefore  unconnected,  may  be  taken 
one  at  a  time.  On  Plate  2,  Diagram  111,  if  there  were  a 
stone  placed  at  S  18,  it  would  not  be  connected  with  the 
stone  in  the  corner,  and  would  not  help  it  in  any  way.  On 
the  other  hand,  as  has  been  said,  it  is  not  necessary  to  place 
a  white  stone  on  that  point  in  order  to  complete  the  capture 
of  the  stone  in  the  corner. 

In  order  to  capture  a  group  or  chain  of  stones  contain- 
ing vacant  space,  it  must  be  completely  surrounded  inside 
and  out;  for  instance,  the  black  group  shown  on  Plate  2, 
Diagram  ix,  while  it  has  no  hope  of  life  if  it  is  White's 
play  is  nevertheless  not  completely  surrounded.  In  order 
to  surround  it,  it  is  necessary  to  play  on  the  three  vacant 
intersections  at  M  11,  N  11,  and  On.  The  same  group  of 
stones  is  shown  in  Diagram  x  completely  surrounded. 
(It  may  be  said  in  passing  that  White  must  play  at  N  n 
first  or  the  black  stones  can  defend  themselves;  we  shall 
understand  this  better  in  a  moment.) 

In  practice   it  often   happens  that  a  stone  or  group  of 


RULES   OF   PLAY 


29 


ABCDEFGHJ    KLMNOPQRST 


19 

18 

17 

16 

15 

14 

13 

12 

11 

10 
9 
8 
7 
6( 
5( 
41 
3( 
2 
1 


!        •" 

r 

£ 

"       D 

IAGJRAN 

1 1 

AAmA       diagrah 

iny 

D 

[AGRAJV 

n 

m 

*S 

DL 

A.G^AM- 

( 

D 

g 

IAO 

1 

RAN 

4 

l  IE 

1 

r 

^ 

9 

>IAGRATil  ]X 

D 

AG1 

(AM 

x 

1 

K. 

\ 

| 

1 

w 

\ 

w 

L. 

< 

(IAGRAMxl 

I 

MAC 

jRAl 

A~SI 

/ 

(y\ 

I 

» 

< 

4 

19 

18 

17 

16 

15 

14 

13 

12 

11 

10 

9 

8 

7 

6 

5 

4 

3 


ABCDEFGHJ    KLMNOPQRST 

Plate  2 


3o  THE   GAME   OF   GO 

stones  is  regarded  as  dead  before  it  is  completely  surrounded, 
because  when  the  situation  is  observed  to  be  hopeless  the 
losing  player  abandons  it,  and  addresses  his  energies  to 
some  other  part  of  the  board.  It  is  advantageous  for  the 
losing  player  to  abandon  such  a  group  as  soon  as  possible, 
for,  if  he  continues  to  add  to  the  group,  he  loses  not  only 
the  territory  but  the  added  stones  also.  If  the  circum- 
stances are  such  that  his  opponent  has  to  reply  to  his  moves 
in  the  hopeless  territory,  the  loss  is  not  so  great,  as  the 
opponent  is  meanwhile  filling  up  spaces  which  would  other- 
wise be  vacant,  and  against  an  inferior  player  there  is  a 
chance  of  the  adversary  making  a  slip  and  allowing  the 
threatened  stones  to  save  themselves.  If,  however,  the 
situation  is  so  clearly  hopeless  that  the  adversary  is  not 
replying  move  for  move,  then  every  stone  added  to  such  a 
group  means  a  loss  of  two  points. 

.  At  the  end  of  the  game  such  abandoned  groups  of  stones 
are  removed  from  the  board  just  as  if  they  had  been  com- 
pletely surrounded  and  killed,  and  it  is  not  necessary  for 
the  player  having  the  advantage  actually  to  surround  and 
kill  such  a  group.  It  is  enough  if  they  obviously  can  be 
killed.  The  theory  on  which  this  rule  proceeds  is  that  if  the 
players  play  alternately,  no  advantage  would  be  gained  by 
either  side  in  the  process  of  actually  surrounding  such  a 
group,  and  its  completion  would  only  be  a  waste  of  time. 
But  let  us  suppose  that  a  black  group  at  the  end  of  the  game 
is  found  to  be  hopeless  and  also  completely  surrounded 
with  the  exception  of  one  point.  The  question  arises,  can 
the  Black  player  demand  that  his  adversary  play  on  the 
vacant  space  in  order  to  kill  this  group,  for,  if  he  could,  it 
is  obvious  he  would  gain  one  "Me"  by  so  doing.     The  an- 


RULES   OF   PLAY  31 

swer  is,  he  cannot  so  demand,  and  his  adversary  is  not 
bound  to  play  on  this  point,  and  the  hopeless  or  abandoned 
stones  are  removed  without  further  play.  We  might  call 
such  groups  "dead."  They  may  be  distinguished  from 
stones  that  are  "taken,"  because  these  latter  are  removed 
at  once,  whereas  "dead"  stones  are  removed  only  at  the 
end  of  the  game. 

As  a  corollary  to  the  rule  for  surrounding  and  tak- 
ing stones,  it  follows  that  a  group  of  stones  containing 
two  disconnected  vacant  intersections  or  "Me"  cannot  be 
taken.  This  is  not  a  separate  rule.  It  follows  necessa- 
rily from  the  method  by  which  stones  are  taken.  Never- 
theless in  practice  it  is  the  most  important  principle  in 
the  game. 

In  order  to  understand  the  rule  or  principle  of  the  two 
"Me,"  we  must  first  look  at  the  situation  shown  in  Plate  3, 
Diagram  1.  There,  if  a  black  stone  is  played  at  F  15,  al- 
though it  is  played  on  an  intersection  entirely  surrounded 
by  white  stones,  it  nevertheless  lives  because  the  moment 
it  is  played  it  has  the  effect  of  killing  the  entire  white  group; 
that  is  to  say,  a  stone  may  be  played  on  an  intersection  where 
it  is  completely  surrounded  if  as  it  is  played  it  has  the  effect 
of  completely  surrounding  the  adversary's  stones  already 
on  the  board.  If,  on  the  other  hand,  we  have  a  situation 
as  shown  in  Plate  3,  Diagram  11,  a  black  stone  may  indeed 
be  played  on  one  of  the  vacant  intersections,  but  when  it 
is  so  played  the  white  group  is  not  completely  surrounded, 
because  there  still  remains  one  space  yet  to  be  filled,  and 
the  black  stone  itself  is  dead  as  soon  as  it  touches  the  board, 
and  hence  it  would  be  impossible  to  surround  this  group 
of  white  stones  unless  two  stones  were  played  at  once.    The 


32  THE   GAME   OF   GO 

white  stones,  therefore,  can  never  be  surrounded,  and  form 
an  impregnable  position. 

This  is  the  principle  of  the  two  "  Me,"  and  when  a  player's 
group  of  stones  is  hard  pressed,  and  his  adversary  is 
trying  to  surround  them,  if  he  can  so  place  the  stones  that 
two  disconnected  complete  "Me"  are  left,  they  are  safe 
forever.  It  makes  no  difference  whether  the  vacant  "Me" 
are  on  the  edges  or  in  the  corners  of  the  board,  or  how  far 
from  each  other  they  may  be. 

Plate  3,  Diagram  vi,  shows  a  group  of  stones  contain- 
ing two  vacant  "Me"  on  the  edge  of  the  board.  This 
group  is  perfectly  safe  against  attack.  A  beginner  might 
ask  why  the  white  group  shown  on  P'ate  3,  Diagram  v, 
•  no*:  Te.  The  difficulty  with  that  group  is,  that  when 
iack  Dlayed  at  S  9,  there  are  no  "Me"  in  it  at  all  as 

the  wor  L  used  in  this  connection,  not  even  a  "Kageme" 
as  shown  :n  Plate  3,  Diagram  m,  because  a  "Me,"  in  order 
to  be  available  for  the  ^urp^se  of  defense,  must  be  a 
vacant  intersection  that  is  surrounded  on  four  sides,  just  as 
a  captured  stone  must  be  sutc  Tnd  therefore  on  the 

sides  of  the  board  it  can  be  je  oy  three  stones,  and  in  the 
corner  of  the  board  by  two  stones,  but  it  is  absolutely 
necessary,  in  addition  to  {  "  minimum  number  of  sur- 
rounding stones,  to  have  helping  stones  to  guard  the 
surrounding  stones  against  attack.  This  bimg.  us  to 
what  the  Japanese  call  "  Kageme." 

In  actual  play  there  are  many  groups  of  stones  that  at 
first  glance  seem  to  have  two  vacant  "Me"  in  them,  but 
which  on  analysis,  will  be  found  vulnerable  to  attack  A 
"Me"  that  looks  somewhat  as  if  it  were  complete,  but  is, 
nevertheless,    destructible    is    called    "Kageme."     "Kage" 


RULES   OF   PLAY 


33 


ABCDEFGHJK 


19 
18 
17 
16 
15 
14 
13 
12 
11 
10 

9 

8 

7 

6 

51 

41 

3 

2 

1 


DIAGR 

AMj 

D 

AG 

I 

DIAGRA] 

A  li 

to.  h 

O 

ag: 

*AX- 

TT 

B  j. 

1 

™D1 

\GF 

AMJm^ 

4 

DLA 

GR/ 

lM 

3ZI 

fc 

^^^ 

% 

F¥< 

I 

1 

w 

19 
18 
17 
16 
15 
14 
13 
12 
11 

9 
8 
7 
6 
5 
4 
3 
2 
1 


A 


1JKLMNOPQRS' 

Plate  3 


V 


34  THE   GAME   OF   GO 

means  "chipped"  or  "incomplete."  Plate  3,  Diagram  in, 
is  an  illustration  of  this.  A  beginner  might  think  that  the 
white  group  was  safe,  but  Black  can  kill  the  upper  six  white 
stones  by  playing  at  E  3,  and  then  on  the  next  move  can  kill 
the  remainder  by  playing  at  G  2.  Therefore,  E  3  is  not  a 
perfect  "Me,"  but  is  "Kageme."  G  2  is  a  perfect  "Me," 
but  one  is  not  enough  to  save  the  group.  In  this  group  if 
the  stone  at  F  4  or  D  2  were  white,  there  would  be  two 
perfect  "Me,"  and  the  group  would  be  safe.  In  a  close 
game  beginners  often  find  it  difficult  to  distinguish  between 
a  perfect  "Me"  and  "Kageme." 

Groups  of  stones  which  contain  vacant  spaces,  can  be 
lost  or  saved  according  as  two  disconnected  "Me"  can  or 
cannot  be  formed  in  those  spaces,  and  the  most  interesting 
play  in  the  game  occurs  along  the  sides  and  especially  in 
the  corners  of  the  board  in  attempting  to  form  or  attempt- 
ing to  prevent  the  formation  of  these  "Me."  The  attacking 
player  often  plays  into  the  vacant  space  and  sacrifices  several 
stones  with  the  ultimate  object  of  reducing  the  space  to  one 
"Me";  and,  on  the  other  hand,  the  defending  player  by 
selecting  a  fortunate  intersection  may  make  it  impossible 
for  the  stones  to  be  killed.  There  is  opportunity  for  mar- 
velous ingenuity  in  the  attack  and  defense  of  these  positions. 
A  simple  example  of  defense  is  shown  in  Plate  3,  Diagram  iv, 
where,  if  it  is  White's  turn,  and  he  plays  in  the  corner  of  ;$* 
the  board  at  T  19,  he  can  save  his  stones.  If,  on  the  other 
hand,  he  plays  anywhere  else,  the  two  "Me"  can  never  be 
formed.  The  beginner  would  do  well  to  work  out  this 
situation  for  himself. 

The  series  of  diagrams  commencing  at  Plate  3,  Diagram 
v,  show  the   theoretical  method  of  reducing  vacant  spaces 


RULES   OF   PLAY 


35 


by  the  sacrifice  of  stones.  This  series  is  taken  from  Kor- 
schelt,  and  the  position  as  it  arose  in  actual  play  is  shown 
on  Plate  10,  depicting  a  complete  game.  In  Plate  3,  Diagram 
v,  the  white  group  is  shown  externally  surrounded,  and  the 
black  stone  has  just  been  played  at  S  9,  rendering  the  group 
hopeless.  The  same  group  is  shown  on  the  opposite  side 
of  the  board  at  Plate  4,  Diagram  1,  but  Black  has  added 
three  more  stones  and  could  kill  the  white  groip  on  the  next 
move.  Therefore,  White  plays  at  A  12,  and  the  situation 
shown  in  Plate  4,  Diagram  11,  arises,  where  the  same  group 
is  shown  on  the  lower  edge  of  the  board.  Now,  if  it  were 
White's  move,  he  could  save  his  group  by  playing  at  J  2, 
and  the  situation  which  would  then  arise  is  shown  on  Plate 
4,  Diagram  in,  where  White  has  three  perfect  "Me,"  one 
more  than  enough.  However,  it  is  not  White's  move,  and 
Black  plays  on  the  coveted  intersection,  and  then  adds  two 
more  stones  until  the  situation  shown  in  Plate  4,  Diagram 
iv,  arises.  Then  White  must  again  play  at  S  8  in  order  to 
save  his  stones  from  immediate  capture,  and  the  situation 
shown  at  Plate  5,  Diagram  1,  comes  about.  Black  again 
plays  at  J  18,  adds  one  more  stone,  and  we  have  the  situa- 
tion shown  in  Plate  5,  Diagram  11,  where  it  is  obvious  that 
White  must  play  at  C  1 1  in  order  to  save  his  group  from 
immediate  capture,  thus  leaving  only  two  vacant  spaces. 
It  is  unnecessary  to  continue  the  analysis  further,  but  at 
the  risk  of  explaining  what  is  apparent,  it  might  be  pointed 
out  that  Black  would  play  on  one  of  these  vacant  spaces, 
and  if  White  killed  the  stone  (which  it  would  not  pay  White 
to  do)  Black  would  play  again  on  the  space  thus  made 
vacant,  and  completely  surround  and  kill  the  entire  white 
group. 


36 


THE  GAME  OF  GO 


ABCDEFGHJ    KLMNOPQRST 

Iq                                            ^^/'     >a    \  r\  f\  r\  r\  r\  J^m 

18 
17 

DIAGR 

AM 

I 

14QQQQI 
i3Q#QQ^ 

iiQiQQl 

Dl 

AGI 

AM 

m 

diagrams 

°™ 

7 

6 
5 
4 
3 
2 
1 

D 

AG1 

!AM 

3E 

19 

18 

17 

16 

15 

14 

13 

12 

11 

10 

9 

8 

7 

6 

5 

4 

3 

2 

1 


A   B   C    D    E    F 


G   H   J    K    L 

Plate  4 


MNOPORST 


RULES   OF   PLAY 


37 


ABCDEFGHJKLMNOPOF 
1Q       niAc.RAMT  ^  s~^s  r~~\  r~~\  ^~\ /^^ /^^  f~\  ^L.                    A 

, 

18 
17 

16  D 

IAGRA> 

in 

4  a  r\tW\WWf 

1 1  (\l\l\f~\kt\ 

toiAGR Am  im  1 

L/wwWf  w — 
12QQOO0~ 

DIAGRAM  5! 

i 

JIM 

P    DIAGR/.M 

Iff 

C.4 

IAG 

RA> 

[sr 

o     1    c\r\f 

t, 

1 

___ 

H9 
H8 
17 
16 
15 
)14 
113 
12 
11 
10 
9 
8 
7 
6 
5 
4 
3 
2 
1 


ABCDEFGHJ    KLMNOPORST 

Plate  5 


38  THE   GAME   OF   GO 

A  group  with  five  vacant  "Me,"  as  shown  in  the  pre- 
ceding diagrams,  is  a  situation  well  known  to  the  Japanese, 
so  much  so  that  they  have  a  special  phrase  or  saying  that 
applies  to  it,  to  wit,  "Go  moku  naka  de  wa  ju  san  te,"  which 
means  that  it  takes  thirteen  turns  to  reduce  a  group  having 
five  such  "Me"  in  the  center. 

As  we  have  previously  seen,  in  actual  play  this  white 
group  would  be  regarded  as  "dead"  as  distinguished  from 
"taken,"  and  this  series  of  moves  would  not  be  played  out. 
White  obviously  would  not  play  in  the  space,  and  he  could 
not  demand  that  Black  play  therein  in  order  to  complete 
the  actual  surrounding  of  the  stones,  and  the  only  purpose 
of  giving  this  series  of  diagrams  is  to  show  theoretically  how 
the  white  stones  can  be  killed.  However,  the  killing  of 
these  stones  would  be  necessary  if  the  surrounding  black 
line  were  in  turn  attacked  ("Semeai"),  in  which  case  it 
mi^ht  be  a  race  to  see  whether  the  internal  white  stones 
could  be  completely  surrounded  and  killed  before  the 
external  white  group  could  get  in  complete  contact  with 
the  black  line. 

Stones  which  are  sacrificed  in  order  to  kill  a  larger  group 
are  called  "Sute  ishi"  by  the  Japanese,  from  "Suteru," 
meaning  "to  cast  or  throw  away,"  and  "Ishi,"  a  "stone." 

It  may  be  noted  that  if  a  group  contains  four  connected 
vacant  intersections  in  a  line  it  is  safe,  because  if  the  adver- 
sary attempts  to  reduce  it,  two  disconnected  "Me"  can  be 
formed  in  the  space  by  simply  playing  a  stone  adjacent  to 
the  adversary's  stone,  as  shown  in  Plate  5,  Diagram  in, 
where,  if  Black  plays  for  instance  at  K  11,  White  replies 
at  L  11,  and  secures  the  two  "Me."  Even  if  these  four 
connected  vacant  intersections  are  not  in  a  straight  line,  thev 


RULES   OF   PLAY 


39 


are  nevertheless  sufficient  for  the  purpose,  provided  the 
fourth  "Me"  is  connected  at  the  end  of  the  three,  and  the 
Japanese  express  this  by  their  saying  "Magari  shimoku  wa 
me,"  or  four  "Me"  turning  a  corner.  Neither  does  it  make 
any  difference  whether  the  four  connected  "Me"  are  in  the 
center  of  the  board  or  along  the  edge.  On  Plate  5,  Diagrams 
iv  and  v,  are  examples  of  "Magari  shimoku  wa  me,"  and 
they  both  are  safe.  It  is  interesting,  however,  to  compare 
these  situations  with  that  shown  at  Plate  4,  Diagram  11, 
where  the  fourth  intersection  is  not  connected  at  the  end  of 
the  line,  and  which  group  Black  can  kill  if  it  is  his  move, 
as  we  already  have  seen. 

If,  however,  such  a  group  contains  only  three  connected 
vacant  intersections,  and  it  is  the  adversary's  move,  it  can 
be  killed,  because  the  adversary  by  playing  on  the  middle 
intersection  can  prevent  the  formation  of  two  disconnected 
"Me."  We  saw  a  group  of  this  kind  on  Plate  2,  Diagram 
IX,  which  can  be  killed  by  playing  at  Nil.  Obviously,  if 
it  is  Black's  move  in  this  case,  the  group  can  be  saved  by 
playing  at  Nil;  obviously,  also,  if  White,  being  a  mere 
novice,  plays  elsewhere  than  at  N  11,  Black  saves  the  stones 
by  playing  there  and  killing  the  white  stone.  Plate  5, 
Diagram  vi,  shows  another  group  containing  only  three 
vacant  intersections.  These  can  be  killed  if  it  is  Black's 
move  by  playing  at  A  1.  On  the  other  hand,  if  it  is  White's 
move,  he  can  save  them  by  playing  on  the  same  point. 

Of  course,  if  a  group  of  stones  contains  a  large  number 
of  vacant  intersections,  it  is  perfectly  safe  unless  the  vacant 
space  is  so  large  that  the  adversary  can  have  a  chance  of 
forming  an  entire  new  living  group  of  stones  therein. 

We  now  come  to  the  one  exception  to  the  rule  that  the 


4o  THE   GAME   OF   GO 

players  may  place  their  stones  at  will  on  any  vacant  inter- 
section on  the  board.  This  rule  is  called  the  rule  of  "Ko," 
and  is  shown  on  Plate  6,  Diagram  i.  Assuming  that  it  is 
White's  turn  to  play,  he  can  play  at  D  17  and  take  the  black 
stone  at  C  17  which  is  already  surrounded  on  three  sides, 
and  the  position  shown  in  Plate  6,  Diagram  11,  would  then 
arise.  It  is  now  White's  turn  to  play,  and  if  he  plays  at  C  13, 
the  white  stone  which  has  just  been  put  down  will  be  like- 
wise surrounded  and  could  be  at  once  taken  from  the  board. 
Black,  however,  is  not  permitted  to  do  this  immediately, 
but  must  first  play  somewhere  else,  and  this  gives  White 
the  choice  of  filling  up  this  space  (C  13)  and  defending  his 
stone,  or  of  following  his  adversary  to  some  other  portion  of 
the  board.  The  reason  for  this  rule  in  regard  to  "Ko"  is 
very  clear.  If  the  players  were  permitted  to  take  and  re- 
take the  stones  as  shown  in  the  diagram,  the  series  of  moves 
would  be  endless,  and  the  game  could  never  be  finished. 
It  is  something  like  perpetual  check  in  Chess,  but  the  Jap- 
anese, in  place  of  calling  the  game  a  draw,  compel  the  second 
player  to  move  elsewhere  and  thus  allow  the  game  to  con- 
tinue. In  an  actual  game  when  a  player  is  prevented  from 
retaking  a  stone  by  the  rule  of  "  Ko,"  he  always  tries  to  play 
in  some  other  portion  of  the  board  where  he  threatens  a 
larger  group  of  stones  than  is  involved  in  the  situation  where 
"Ko"  occurs,  and  thus  often  he  can  compel  his  adversary 
to  follow  him  to  this  other  part  of  the  field,  and  then  return 
to  retake  in  "  Ko."  His  adversary  then  will  play  in  some 
part  of  the  field,  if  possible,  where  another  group  can  be 
threatened,  and  so  on.  Sometimes  in  a  hotly  contested 
game  the  battle  will  rage  around  a  place  where  "Ko"  occurs 
and  the  space  will  be  taken  and  retaken  several  times. 


RULES   OF   PLAY 


4i 


ABCDEFGHJ    KLMNOPQRST 


19 

18 

17 

16 

15 

14 

13 

12 

II 

10 

9 

8 

7 

6 

5 

4 

3 

2 

1 


EflAGRA 

vl   I 

E 

»IAC 

RA1 

4        VIII 

D 

IAQRA1 

jin 

DLAGR> 

M 

H 

1 

E 

IAGRAJ 

vim 

£ 

HAGRAM  W. 

^ 

DI 

AGF 

AM 

3ZTI 

) 

[ 

IAQRA] 

jll 

-c 

v 

J 

19 

18 

17 

16 

15 

14 

13 

12 

11 

10 

9 

8 

7 

6 

5 

4 


ABCDEFGNJKLMNOPO 

Plate  6 


42  THE  GAME   OF   GO 

Korschelt  states  that  the  ideograph  for  "Ko"  means 
"talent"  or  "skilfulness,"  in  which  he  is  very  likely  wrong, 
as  it  is  more  accurately  translated  by  our  word  "threat"; 
but  be  this  as  it  may,  it  is  certainly  true  that  the  rule  in 
regard  to  "Ko"  gives  opportunity  for  a  great  display  of 
skill,  and  as  the  better  players  take  advantage  of  this  rule 
with  much  greater  ingenuity,  it  is  a  good  idea  for  the  weaker 
player  as  far  as  possible  to  avoid  situations  where  its  appli- 
cation arises. 

There  is  a  situation  which  sometimes  arises  and  which 
might  be  mistaken  for  "Ko."  It  is  where  a  player  takes 
more  than  one  stone  and  the  attacking  stone  is  threatened 
on  three  sides,  or  where  only  one  stone  is  taken,  but  the 
adversary  in  replying  can  take  not  only  the  last  stone  played, 
but  others  also.  In  these  cases  the  opponent  can  retake 
immediately,  because  it  will  at  once  be  seen  that  an  endless 
exchange  of  moves  (which  makes  necessary  the  rule  of  "  Ko") 
would  not  occur.  A  situation  of  this  kind  is  shown  on  Plate 
6,  Diagrams  in,  iv,  and  v,  where  White  by  playing  at  C  8 
(Diagram  in)  takes  the  three  black  stones,  producing 
the  situation  shown  in  Diagram  iv,  and  Black  is  permitted 
immediately  to  retake  the  white  stone,  producing  the  state 
of  affairs  shown  in  Diagram  v.  The  Japanese  call  such  a 
situation  "Ute  kaeshi,"  which  means  "returning  a  blow." 
It  forms  no  exception  to  the  ordinary  rules  of  the  game,  and 
only  needs  to  be  pointed  out  because  a  beginner  might  think 
that  the  rule  of  "Ko"  applied  to  it. 

We  will  now  take  up  the  situation  called  "  Seki."  "  Seki " 
means  a  "barrier"  or  "impasse"  —  it  is  a  different  word 
from  the  "Seki"  in  the  phrase  "Jo  seki."  "Seki"  also  is 
somewhat  analagous  to  perpetual  check.     It  arises  when  a 


RULES   OF    PLAY  43 

vacant  space  is  surrounded  partly  by  white  and  partly  by 
black  stones  in  such  away  that,  if  either  player  places  a  stone 
therein,  his  adversary  can  thereupon  capture  the  entire 
group.  Under  these  circumstances,  of  course,  neither  player 
desires  to  place  a  stone  on  that  portion  of  the  board,  and 
the  rules  of  the  game  do  not  compel  him  to  do  so.  That 
portion  of  the  board  is  regarded  as  neutral  territory,  and 
at  the  end  of  the  game  the  vacant  "Me"  are  not  counted 
in  favor  of  either  player.  Plate  6,  Diagram  vi,  gives  an 
illustration  of  "Seki,"  where  it  will  be  seen  that  if  Black 
plays  at  either  S  16  or  T  16  White  can  kill  the  black  stones 
in  the  corner  by  playing  on  the  other  point,  and  if  White 
plays  on  either  point  Black  can  kill  the  white  stones  by 
filling  the  remaining  vacancy.  Directly  below,  on  Diagram 
vii,  is  shown  the  same  group,  but  the  corner  black  stone 
has  been  taken  out.  The  position  is  now  no  longer  "Seki," 
but  is  called  by  the  Japanese  "Me  ari  me  nashi,"  or  literally 
"having  'Me,'  not  having  'Me.'  :  Here  the  white  stones 
are  dead,  because  if  Black  plays,  for  instance,  at  T  4  White 
cannot  kill  the  black  stones  by  playing  at  S  4,  for  the  reason 
that  the  vacant  "Me"  at  T  1  still  remains.  The  beginner 
might  confuse  "Seki"  with  "Me  ari  me  nashi,"  and  while 
a  good  player  has  no  trouble  in  recognizing  the  difference 
when  the  situation  arises,  it  takes  considerable  foresight 
sometimes  so  to  play  as  to  produce  one  situation  or  the 
other. 

Plate  6,  Diagram  viii,  shows  another  group  which  might 
be  mistaken  for  "Seki,"  but  here,  if  White  plays  at  J  19, 
the  black  stones  can  be  killed,  further  proceedings  being 
somewhat  similar  to  those  we  saw  in  the  illustration  of 
"Go  moku  naka  de  wa  ju  san  te."     Plate  7  shows  a  large 


44  THE   GAME   OF  GO 

group  of  stones  from  which  inevitably  "Seki"  will  result. 
It  would  be  well  for  the  student  to  work  this  out  for  him- 
self. "Seki"  very  seldom  or  never  occurs  in  games  between 
good  players,  and  it  rarely  occurs  in  any  game. 

It  is  a  rule  of  the  game  to  give  warning  when  a  stone 
or  group  of  stones  is  about  to  be  completely  surrounded. 
For  this  purpose  the  Japanese  use  the  word  "Atari"  (from 
"ataru,"  to  touch  lightly),  which  corresponds  quite  closely 
to  the  expression  "gardez"  in  Chess.  If  this  warning  were 
omitted,  the  player  whose  stones  were  about  to  be  taken 
should  have  the  right  to  take  his  last  move  over  and  save 
the  imperiled  position  if  he  could.  This  rule  is  not  so 
strictly  observed  as  formerly;  it  belongs  more  to  the  etiquette 
of  the  old  Japan. 

The  game  comes  to  an  end  when  the  frontiers  of  the 
opposing  groups  are  in  contact.  This  does  not  mean  that 
the  board  is  entirely  covered,  for  the  obvious  reason  that 
the  space  inside  the  groups  or  chains  of  stones  is  purposely 
left  vacant,  for  that  is  the  only  part  of  the  board  which 
counts;  but  so  long  as  there  is  any  vacant  space  lying  between 
the  opposing  groups  that  must  be  disposed  of  in  some  way, 
and  when  it  is  so  disposed  of  it  will  be  found  that  the  white 
and  black  groups  are  in  complete  contact. 

Just  at  the  end  of  the  game  there  will  be  found  isolated 
vacant  intersections  or  "Me"  on  the  frontier  lines,  and  it 
does  not  make  any  difference  which  player  fills  these  up. 
They  are  called  by  the  Japanese  "Dame,"  which  means 
"useless."  (The  word  "Dame"  is  likely  to  be  confusing 
when  it  is  first  heard,  because  the  beginner  jumps  to  the 
conclusion  that  it  is  some  new  kind  of  a  "Me."  This  arises 
from  a  coincidence  only.     Anything  that  is  useless  or  profit- 


RULES   OF   PLAY 


45 


ABCDEFGHJKLMNOPORST 


19 

18 

17 

16 

15 

14 

13 

12 

11 

10 

9 

8 

7 

6 

5 


1 

19 

18 

17 

16 

15 

14 

13 

12 

11 

10 

9 

8 

7 

6 

5 


A   B   C    D    E 


FGHJ    KLMNOPQR 

Plate  7 


S  T 


46  THE   GAME   OF   GO 

less  is  called  "Dame"  in  Japanese,  but  etymologically  the 
word  really  means  "horse's  eye,"  as  the  Japanese,  not  being 
admirers  of  the  vacant  stare  of  that  noble  animal,  have  used 
this  word  as  a  synonym  for  all  that  is  useless.  Therefore 
the  syllable  "Me"  does  mean  an  eye,  and  is  the  same  word 
that  is  used  to  designate  the  intersections,  but  its  recurrence 
in  this  connection  is  merely  an  accident.) 

It  is  difficult  for  the  beginner  at  first  to  understand  why 
the  filling  of  these  "Dame"  results  in  no  advantage  to  either 
player,  and  beginners  often  fill  up  such  spaces  even  before 
the  end  of  the  game,  feeling  that  they  are  gaining  ground 
slowly  but  surely;  and  the  Japanese  have  a  saying,  "Heta 
go  ni  dame  nashi,"  which  means  that  there  are  no  "Dame" 
in  beginners'  Go,  as  beginners  do  not  recognize  their  use- 
lessness.  On  the  other  hand,  a  necessary  move  will  some- 
times look  like  "  Dame."  The  moves  that  are  likely  to  be 
so  confused  are  the  final  connecting  moves  or  "Tsugu," 
where  a  potential  connection  has  been  made  early  in  the 
game,  but  which  need  to  be  filled  up  to  complete  the  chain. 
In  the  Illustrative  Game,  Number  I,  the  "Dame"  are  all 
given,  but  a  little  practice  is  necessary  before  they  can 
always  be  recognized. 

When  the  "Dame"  have  been  filled,  and  the  dead  stones 
have  been  removed  from  the  board,  there  is  no  reason  why 
the  players  should  not  at  once  proceed  to  counting  up  which 
of  them  has  the  greatest  amount  of  vacant  space,  less,  of 
course,  the  number  of  stones  they  have  lost,  and  thus  deter- 
mine who  is  the  victor.  As  a  matter  of  practice,  however, 
the  Japanese  do  not  do  this  immediately,  but,  purely  for 
the  purpose  of  facilitating  the  count,  the  player  having  the 
white    pieces    would    fill   up   his   adversary's   territory  with 


RULES   OF   PLAY  47 

the  black  stones  he  had  captured  as  far  as  they  would  go, 
and  the  player  having  the  black  stones  would  fill  up  his 
adversary's  territory  with  the  white  stones  that  he  had 
captured;  and  thereupon  the  entire  board  is  reconstructed, 
so  that  the  vacant  spaces  come  into  rows  of  fives  and  tens, 
so  that  they  are  easier  to  count.  This  has  really  nothing  to 
do  with  the  game,  and  it  is  merely  a  device  to  make  the 
counting  of  the  spaces  easier,  but  it  seems  like  a  mysterious 
process  to  a  novice,  and  adds  not  a  little  to  the  general  mys- 
tery with  which  the  end  of  the  game  seems  to  be  surrounded 
when  an  Occidental  sees  it  played  for  the  first  time.  This 
process  of  arrangement  is  called  "Me  wo  tsukuru."  It 
may  be  added  that  if  any  part  of  the  board  contains  the 
situation  called  "Seki,"  that  portion  is  left  alone,  and  is 
not  reconstructed  like  the  rest  of  the  board. 

Plate  8  shows  a  completed  game  in  which  the  "Dame" 
have  all  been  filled,  but  the  dead  stones  have  not  yet  been 
removed  from  the  board.  Let  us  first  see  which  of  the 
stones  are  dead.  It  is  easy  to  see  that  the  white  stone  at 
N  11  is  hopeless,  as  it  is  cut  off  in  every  direction.  The 
same  is  true  of  the  white  stone  at  B  18.  It  is  not  so  easy 
to  see  that  the  black  stones  at  L  and  M  18,  N,  O,  P,  Q  and 
R  17,  N  16,  and  M  and  N  15  are  dead,  but  against  a  good 
player  they  would  have  no  hope  of  forming  the  necessary 
two  "Me,"  and  they  are  therefore  conceded  to  be  dead;  but 
a  good  player  could  probably  manage  to  defend  them  against 
a  novice.  It  is  still  more  difficult  to  see  why  the  irregular 
white  group  of  eighteen  stones  on  the  left-hand  side  of  the 
board  has  been  abandoned,  but  there  also  White  has  no 
chance  of  making  the  necessary  two  "Me."  At  the  risk 
of  repetition   I  will   again   point  out  that  these    groups    of 


48  THE   GAME   OF   GO 

dead  stones  can  be  taken  from  the  board  without  further 
play. 

Plate  9  shows  the  same  game  after  the  dead  stones  have 
been  removed  and  used  to  fill  up  the  respective  territories, 
and  after  the  board  has  been  reconstructed  in  accordance 
with  the  Japanese  method,  and  it  will  be  seen  that  in  this 
case  Black  has  won  by  one  stone.  This  result  can  be  arrived 
at  equally  well  by  counting  up  the  spaces  on  Plate  8,  but 
they  are  easier  to  count  on  Plate  9,  after  the  "Me  wo  tsu- 
kuru"  has  been  done. 

Plate  10  shows  another  completed  game.  This  plate  is 
from  Korschelt,  and  is  interesting  because  it  contains  an 
instructive  error.  The  game  is  supposed  to  be  completed, 
and  the  black  stone  at  C  18  is  said  to  be  dead.  This  is  not 
true,  because  Black  by  playing  at  C  17  could  not  only  save 
his  stone,  but  kill  the  four  white  stones  at  the  left-hand 
side.  Therefore,  before  this  game  is  completed,  White  must 
play  at  C  17  to  defend  himself.  This  is  called  "Tsugu." 
On  the  left-hand  side  of  the  board  is  shown  a  white  group 
which  is  dead,  and  the  method  of  reduction  of  which  we  have 
already  studied  in  detail.  On  the  right  side  of  the  board 
are  a  few  scattering  black  stones  which  are  dead,  because 
they  have  no  chance  of  forming  a  group  with  the  necessary 
two  "Me."  The  question  may  be  asked  whether  it  is  neces- 
sary for  White  to  play  at  C  1  or  E  1  in  order  to  complete  the 
connection  of  the  group  in  the  corner,  but  he  is  not  obliged 
so  to  do  unless  Black  chooses  to  play  at  B  1  or  F  1,  which, 
of  course,  Black  would  not  do. 

On  Plate  11,  this  game  also  is  shown  as  reconstructed 
for  counting,  and  it  will  be  seen  that  White  has  won  by  two 
stones.     Really    this    is   an    error    of  one   stone,    as   White 


RULES   OF   PLAY 


49 


A   B  C    D   E    F 


GHJ    KLMNOPQR 

Plate  8 


5° 


THE   GAME   OF   GO 


DEFGHJKLM 

Plate  9 


RULES   OF   PLAY 


51 


BCD 


BCDEFGHJ    KLMNOPQRST 

Plate  io 


52  THE   GAME   OF   GO 

should  have  played  at  C  17,  as  we  have  previously  pointed 
out. 

Sometimes  at  the  end  of  the  game  players  of  moder- 
ate skill  may  differ  as  to  whether  there  is  anything  left  to 
be  done,  and  when  one  thinks  there  is  no  longer  any  advan- 
tage to  be  gained  by  either  side,  he  says,  "Mo  arimasen,  aru 
naraba  o  yuki  nasai,"  that  is  to  say,  "  I  think  there  is  nothing 
more  to  be  done;  if  you  think  you  can  gain  anything,  you 
may  play,"  and  sometimes  he  will  allow  his  adversary  to  play 
two  or  three  times  in  succession,  reserving  the  right  to  step 
in  if  he  thinks  there  is  a  chance  of  his  adversary  reviving 
a  group  that  is  apparently  dead. 

No  part  of  the  rules  of  the  game  has  been  more  difficult 
for  me  to  understand  than  the  methods  employed  at  the  end, 
and  especially  the  rule  in  regard  to  the  removal  of  dead 
stones  without  actually  surrounding  them,  but  I  trust  in 
the  foregoing  examples  I  have  made  this  rule  sufficiently 
clear.  Moreover,  it  is  not  always  easy  to  tell  whether  stones 
are  dead  or  alive.  There  is  a  little  poem  or  "Hokku"  in 
Japanese,  which  runs  as  follows: 

"Iki  shini  wo 
Shiranu  nonki  no 
Go  uchi  kana," 

which  might  be  translated  as  "Oh!  what  kind  of  a  Go 
player  is  he  who  does  not  know  whether  his  stones  are  r.live 
or  dead!"  But  while  the  Japanese  author  of  this  "Hokku" 
may  have  regarded  it  as  a  simple  thing,  the  Occidental  stu- 
dent of  the  game  would  not  be  likely  to  share  his  views. 
An  instance  of  this  is  shown  by  the  possibilities  of  the  sup- 
posedly dead  black  stone  on  Plate  10,  and  I  think  it  would 
be  fairer  to  state  that  the  skill  of  a  good  Go  player  is  most 


RULES   OF   PLAY 


53 


ABCDEFGHJ    KLMNOPQRST 

Plate  ii 


54  THE   GAME   OF   GO 

clearly  shown  by  his  ability  to  recognize  immediately  whether 
a  group  is  dead  or  can  be  saved;  the  study  of  our  chapter 
on  Problems  will  give  further  illustrations  of  the  diffi- 
culty and  nicety  of  such  decisions. 

We  now  come  to  the  question  of  handicaps.  Handicaps 
are  given  by  the  stronger  player  allowing  the  weaker  player 
to  place  a  certain  number  of  stones  on  the  board  before 
the  game  begins,  and  we  have  seen  in  the  chapter  on  the 
Description  of  the  Board  that  these  stones  are  placed  on  the 
nine  dotted  intersections.  If  one  stone  is  given,  it  is  usual 
to  place  it  in  the  upper  right-hand  corner.  If  a  second  stone 
is  given,  it  is  placed  in  the  lower  left-hand  corner.  If  a  third 
stone  is  given,  it  is  placed  in  the  lower  right-hand  corner. 
The  fourth  is  placed  in  the  upper  left-hand  corner.  The 
fifth  is  placed  at  the  center  or  "Ten  gen."  When  six  are 
given,  the  center  one  is  removed,  and  the  fifth  and  sixth 
are  placed  at  the  left  and  right-hand  edges  of  the  board  on 
line  10.  If  seven  are  given,  these  stones  remain,  and  the 
seventh  stone  is  placed  in  the  center.  If  eight  are  given,  the 
center  stone  is  again  removed,  and  the  seventh  and  eighth 
stones  are  placed  on  the  "Seimoku"  on  line  K.  If  the 
ninth  is  given,  it  is  again  placed  in  the  center  of  the  board. 

Between  players  of  reasonable  skill  more  than  nine  stones 
are  never  given,  but  when  the  disparity  between  the  players 
is  too  great,  four  other  stones  are  sometimes  given.  They 
are  placed  just  outside  the  corner  "Seimoku,"  as  shown  on 
the  diagram  (Plate  12),  and  these  extra  stones  are  called 
"Furin"  handicaps.  "Furin"  means  "a  small  bell,"  as 
these  stones  suggest  to  the  Japanese  the  bells  which  hang 
from  the  eaves  at  the  corners  of  a  Japanese  temple.  When 
the  disparity  between  the  players  is  very  great  indeed,  some- 


RULES   OF    PLAY 


55 


ABCDEFGHJKLMNOPORST 


19 
18 
17 
16 
15 
14 
13 
12 
11 
10 


1 


4T"F 

JFIN 

1"F 

/ 

.JRIN 

L 

FOT. 

RTH 

EIG 

HTH 

FI! 

L. 
*ST 

_^ 

I 

JAKA 

1 

YOTJ 

>U 

in 

AKA 

/ 

YOTJ 

s 

»u 

L 

A 

L 

A 

FII 

TH 

si: 

CTH 

SEVJ 

Nir 

NTH 
JTH 

FD 

TH 

^ 

AKA 

YOT 

>u 

^ 

IAKA 

YOT 

5U 

L 

\ 

L 

A 

SEC( 

IND 

SEVI 

,NTF 

; 

TH 

RD 

1 

\ 

\ 

/     / 

\ 

— a 

2"°F 

3 
JRIN 

ytf 

JKLN 

X 

19 
18 
17 
16 
15 
14 
13 
12 
11 
10 


ABCDEFGHJ  KLMNOPQRST 

Plate  12 


56  THE   GAME   OF   GO 

times  four  more  stones  are  given,  and  when  given  they  are 
placed  on  the  diagonal  halfway  between  the  corner  "Seimo- 
ku"  and  the  center.  These  four  stones  are  called  "Naka 
yotsu,"  or  "the  four  middle  stones,"  but  such  a  handicap 
could  only  be  given  to  the  merest  novice. 

We  have  now  completed  a  survey  of  all  the  actual  rules 
of  the  game,  and  it  may  be  well  to  summarize  them  in  order 
that  their  real  simplicity  may  be  clearly  seen;  briefly,  they 
are  as  follows: 

i.    The  object  of  the  game  is  to  obtain  vacant  territory. 

2.  The  stones  are  placed  on  the  intersections  and  on 
any  vacant  intersection  the  player  chooses  (except  in  the 
case  of  "Ko").  After  they  are  played  they  are  not  moved 
again. 

3.  (a)  One  or  more  stones  which  are  compactly  sur- 
rounded by  the  stones  of  the  other  side  are  said  to  be  taken 
and  are  at  once  removed  from  the  board. 

(b)  Stones  which,  while  not  actually  surrounded  can 
inevitably  be  surrounded,  are  dead,  and  can  be  taken  from 
the  board  at  the  end  of  the  game  without  further  play. 

(c)  Taken  or  dead  stones  are  used  to  fill  up  the  ad- 
versary's territory. 

4.  The  game  is  at  an  end  when  the  opposing  groups  of 
stones  are  in  absolute  contact  (the  case  of  "Seki"  being  the 
single  exception). 

It  is  not  possible  to  imagine  a  game  with  simpler  rules, 
or  the  elements  of  which  are  easier  to  acquire. 

We  will  now  turn  our  attention  to  a  few  considerations 
as  to  the  best  methods  of  play,  and  of  certain  moves  and 
formations  which  occur  in  every  game,  and  also  to  the 
names  which  in  Japanese  are  used  to  designate  these  things. 


IV 

GENERAL  METHODS  OF   PLAY  AND  TERMI- 
NOLOGY OF  THE   GAME 

As  will  be  shown  more  in  detail  in  the  chapter  on  Open- 
ings or  "  Joseki,"  the  game  is  commenced  by  playing  in  the 
corners  of  the  board,  and  generally  on  one  of  the  squares 
adjacent  to  the  handicap  point.  The  reason  for  this  is  that 
the  corners  of  the  board  are  natural  fortresses,  and  can  be 
more  readily  defended  against  attack.  It  is  also  easier  to 
form  territory  in  the  corners  of  the  board.  Next  to  the 
corners  of  the  board  the  sides  of  the  board  are  easiest  to 
defend,  and  territory  is  more  easily  formed  along  the  sides 
than  in  the  center,  and  in  an  ordinary  game  the  play  gen- 
erally proceeds  from  the  corners  and  edges  to  the  center. 
The  importance  which  the  Japanese  attach  to  the  corners 
is  shown  by  their  saying  "Yo  sumi  torarete  go  wo  utsu  na," 
or,  "if  the  four  corners  are  taken,  cease  playing."  Against 
a  good  player  it  is  next  to  impossible  to  form  territory  in 
the  center  of  the  board,  unless  it  is  based  on  one  of  the  sides 
or  corners. 

There  is,  however,  an  old  rule  of  etiquette  which  is  not 
consistent  with  this  theory  of  the  opening;  it  used  to  be 
regarded  as  exceedingly  impolite  and  insulting  to  play  the 
first  stone  on  the  handicap  point  in  the  center  of  the  board, 
called  "Ten  gen."  It  has  been  explained  to  me  that  the 
reason  for  this  rule  is  that  such  a  move  was  supposed  to 

57 


58  THE  GAME   OF   GO 

assure  the  victory  to  the  first  player,  and  it  is  related  that 
when  on  one  occasion  Murase  Shuho  had  defeated  a  rival 
many  times  in  succession, the  latter,  becoming  desperate,  apol- 
ogized for  his  rudeness  and  placed  his  stone  on  this  spot,  and 
Murase,  nevertheless,  succeeded  in  winning  the  game,  which 
was  regarded  as  evidence  of  his  great  skill.  It  has,  however, 
been  shown  by  Honinbo  Dosaku  that  this  move  gives  the 
first  player  no  decisive  advantage,  and  I  have  been  also  told 
by  some  Japanese  that  the  reason  that  this  move  is  regarded 
as  impolite  is  because  it  is  a  wasted  move,  and  implies  a 
disrespect  for  the  adversary's  skill,  and  from  what  experi- 
ence I  have  had  in  the  game  I  think  the  latter  explanation 
is  more  plausible.  At  all  events,  such  a  move  is  most  un- 
usual and  can  only  be  utilized  by  a  player  of  the  highest 
skill. 

When  good  players  commence  the  game,  from  the  first 
they  have  in  mind  the  entire  board,  and  they  generally  play 
a  stone  in  each  of  the  four  corners  and  one  or  two  around 
the  edges  of  the  board,  sketching  out,  as  it  were,  the  terri- 
tory which  they  ultimately  hope  to  obtain.  They  do  not 
at  once  attack  each  other's  stones,  and  it  is  not  until  the 
game  is  well  advanced  that  anything  like  a  hand  to  hand 
conflict  occurs.  Beginners  are  likely  to  engage  at  once  in 
a  close  conflict.  Their  minds  seem  to  be  occupied  with  an 
intense  desire  to  surround  and  capture  the  first  stones  the 
adversary  places  on  the  board,  and  often  their  opposing 
groups  of  stones,  starting  in  one  corner,  will  spread  out  in 
a  struggling  mass  from  that  point  all  over  the  board.  There 
is  no  surer  indication  of  the  play  of  a  novice  than  this.  It 
is  just  as  if  a  battle  were  to  commence  without  the  guidance 
of  a  commanding  officer,  by  indiscriminate  fisticuffs  among 


GENERAL  METHODS  OF  PLAY      59 

the  common  soldiers.  Of  the  other  extreme,  or  "Ji  dori 
Go,"  we  have  already  spoken.  Another  way  in  which  the 
play  of  experts  may  be  recognized  is  that  all  the  stones  of 
a  good  player  are  likely  to  be  connected  in  one  or  at  most 
two  groups,  while  poorer  players  find  their  stones  divided 
up  into  small  groups  each  of  which  has  to  struggle  to  form 
the  necessary  two  "Me"  in  order  to  insure  survival. 

Assuming  that  we  have  advanced  far  enough  to  avoid 
premature  encounters  or  "Ji  dori  Go,"  and  are  placing 
our  stones  in  advantageous  positions,  decently  and  in  order, 
the  question  arises,  how  many  spaces  can  be  safely  skipped 
from  stone  to  stone  in  advancing  our  frontiers;  that  is  to  say, 
how  far  can  stones  be  separated  and  yet  be  potentially  con- 
nected, and  therefore  safe  against  attack  ?  The  answer  is, 
that  two  spaces  can  safely  be  left  if  there  are  no  adversary's 
stones  in  the  immediate  vicinity.  To  demonstrate  this,  let 
us  suppose  that  Black  has  stones  at  R  13  and  R  16,  and 
White  tries  to  cut  them  ofF  from  each  other.  White's  best 
line  of  attack  would  be  as  follows : 


White 

Black 

R  14 

S  14 

R15 

S  15 

Q.16 

R17 

Qi3 

R  12 

Q.12 

and  Black  has  made  good  his  connection,  or  Black  at  his 
fourth  move  could  play  at  Q  14,  then 


w 

B 

Q.15 

R  12 

P  14  takes. 

60  THE   GAME   OF   GO 

There  are  other  continuations,  but  they  are  still  worse  for 
White.  If,  however,  the  adversary's  stones  are  already 
posted  on  the  line  of  advance  sometimes  it  is  only  safe  to 
skip  one  point,  and  of  course  in  close  positions  the  stones 
must  be  played  so  that  they  are  actually  connected.  The 
Japanese  call  this  skipping  of  "Me"  by  the  terms  "Ikken 
tobi,"  "Nikken  tobi,"  "Sangen  tobi,"  etc.,  which  literally 
means  "to  fly  one,  two,  or  three  spaces."  Although  this  is 
plain  enough,  these  relations  are  nevertheless  shown  on 
Plate  13,  Diagrams  1,  11,  and  in.  When  stones  of  oppo- 
site colors  on  the  same  line  are  separated  by  vacant  space 
in  a  similar  way  (Diagram  iv),  then  the  terms  "Ikken 
kakari,"  "Nikken  kakari,"  etc.,  are  used.  "Kakari"  really 
means  "to  hang"  or  "to  be  related,"  but  as  used  in  this 
sense  it  might  be  translated  "to  attack." 

Sometimes  the  stones  are  placed  in  relation  to  each  other 
like  the  Knight's  move  in  Chess.  The  Knight  in  Japanese 
is  called  "Keima,"  or  "the  honorable  horse,"  and  if  the 
stones  are  of  the  same  color  the  relation  is  called  "Keima" 
or  "Kogeima,"  "Ko"  being  the  diminutive.  If  the  stones 
are  of  opposite  colors,  then  the  phrase  "  Keima"  or  "  Kogeima 
kakari"  is  used  as  in  the  previous  case.  The  Japanese  also 
designate  a  relation  similar  to  the  Knight's  move,  but  farther 
apart,  by  special  words;  thus,  if  the  stones  are  one  space 
farther  apart,  it  is  called  "Ogeima,"  or  "the  Great  Knight's 
move,"  and  if  the  stone  is  advanced  one  step  still  farther, 
it  is  called  "Daidaigeima,"  or  "the  Great  Great  Knight's 
move."  On  Plate  13,  Diagrams  v,  vi,  and  vn,  are  shown 
"Kogeima,"  "Ogeima,"  and  "Daidaigeima." 

The  next  question  that  will  trouble  the  beginner  is  where 
to  place  his  stones  when  his  adversary  is  advancing  into  his 


GENERAL  METHODS  OF  PLAY 


61 


19 


ABCDEFGHJ  KLMNOPQRST 

DIAGRAM  TC 


ABCDEFGH-J    KLMNOPQRST 


Plate  13 


62  THE   GAME   OF   GO 

territory,  and  beginners  are  likely  to  play  their  stones  di- 
rectly in  contact  with  the  advancing  forces.  This  merely 
results  in  their  being  engulfed  by  the  attacking  line,  and 
the  stones  and  territory  are  both  lost.  If  you  wish  to  stop 
your  adversary's  advance,  play  your  stones  a  space  or  two 
apart  from  his,  so  that  you  have  a  chance  to  strengthen 
your  line  before  his  attack  is  upon  you. 

The  next  thing  we  will  speak  of  is  what  the  Japanese 
call  the  "Sente."  This  word  means  literally  "the  leading 
hand,"  but  is  best  translated  by  our  words  "having  the 
offensive."  It  corresponds  quite  closely  to  the  word  "at- 
tack," as  it  is  used  in  Chess,  but  in  describing  a  game  of 
Go  it  is  better  to  reserve  the  word  "attack  "for  a  stronger 
demonstration  than  is  indicated  by  the  word  "Sente." 
The  "Sente"  merely  means  that  the  player  having  it  can 
compel  his  adversary  to  answer  his  moves  or  else  sustain 
worse  damage,  and  sometimes  one  player  will  have  the 
"Sente"  in  one  portion  of  the  board,  and  his  adversary 
may  disregard  the  attack  and  by  playing  in  some  other 
quarter  take  the  "Sente"  there.  Sometimes  the  defend- 
ing player  by  his  ingenious  moves  may  turn  the  tables  on 
his  adversary  and  wrest  the  "Sente"  from  him.  At  all 
events,  holding  the  "Sente"  is  an  advantage,  and  the  anno- 
tations on  illustrative  games  abound  with  references  to  it, 
and  conservative  authors  on  the  game  advise  abandoning 
a  stone  or  two  for  the  purpose  of  taking  the  "Sente." 

Sometimes  a  player  has  three  stones  surrounding  a 
vacant  space,  as  shown  in  Plate  13,  Diagram  viii,  and  the 
question  arises  how  to  attack  this  group.  This  is  done  by 
playing  on  the  fourth  intersection.  The  Japanese  call  this 
"Nozoku,"  or  "peeping  into,"  and  when  a  stone  is  played 


GENERAL  METHODS  OF  PLAY      6 


5 


in  this  way  it  generally  forces  the  adversary  to  fill  up  that 
''Me."  It  may  be  mentioned  here  also  that  when  your 
adversary  is  trying  to  form  "Me"  in  a  disputed  territory, 
the  way  to  circumvent  him  is  to  play  your  stones  on  one  of 
the  four  points  he  will  obviously  need  to  complete  his  "Me," 
and  sometimes  this  is  done  before  he  has  three  of  the  neces- 
sary stones  on  the  board.  The  term  "Nozoku"  is  also 
applied  to  any  stone  which  is  played  as  a  preliminary  move 
in  cutting  the  connection  between  two  of  the  adversary's 
stones  or  groups  of  stones. 

Sometimes  a  situation  occurs  as  shown  in  Plate  13, 
Diagram  ix.  Here  it  is  supposed  to  be  White's  move,  and 
he  must,  of  course,  play  at  K  8,  whereupon  Black  would 
play  at  K  7  ("Osaeru"),  and  White  would  have  to  play  at 
L  8  ("Nobiru"),  and  so  on  until,  if  these  moves  were  per- 
sisted in,  the  formation  would  stretch  in  a  zigzag  line  to 
the  edge  of  the  board.  This  situation  is  called  "Shicho," 
which  really  means  "a  running  attack."  It  results  in  the 
capture  of  the  white  stones  when  the  edge  of  the  board  is 
reached,  unless  they  happen  to  find  a  comrade  posted  on 
the  line  of  retreat,  for  instance,  at  P  4,  in  which  case  they 
can  be  saved.  Of  course,  between  good  players  "Shicho" 
is  never  played  out  to  the  end,  for  they  can  at  once  see 
whether  or  not  the  stones  will  live,  and  often  a  stone  placed 
seemingly  at  random  in  a  distant  part  of  the  board  is  played 
partly  with  the  object  of  supporting  a  retreating  line  should 
"Shicho"  occur. 

Plate  13,  Diagram  x,  shows  a  situation  that  often  arises, 
in  which  the  White  player,  by  putting  his  stone  at  M  1  on 
the  edge  of  the  board,  can  join  his  two  groups  of  stones. 
This  is  so  because  if  Black  plays  at  L  1  or  N  1,  White  can 


64  THE   GAME   OF   GO 

immediately  kill  the  stone.  This  joining  on  the  edge  of 
the  board  is  called  by  the  special  term  "Watari,"  which 
means  "to  cross  over."  Sometimes  we  find  the  word 
"Watari"  used  when  the  connection  between  two  groups 
is  made  in  a  similar  way,  although  not  at  the  extreme  edge 
of  the  board. 

A  much  more  frequent  situation  is  shown  at  Plate  13, 
Diagram  xi.  It  is  not  worthy  of  special  notice  except 
because  a  special  word  is  applied  to  it.  If  Black  plays  at 
S  1,  it  is  called  "Haneru,"  which  really  means  the  flourish 
which  is  made  in  finishing  an  ideograph. 

We  will  now  take  up  a  few  of  the  other  words  that  are 
used  by  the  Japanese  as  they  play  the  game.  By  far  the 
most  frequent  of  these  are  "Tsugu,"  "Kiru,"  "Nobiru," 
and  "Osaeru."  "Tsugu"  means  "to  connect,"  and  when 
two  stones  are  adjacent  but  on  the  diagonal,  as  shown  in 
Plate  13,  Diagram  xn,  it  is  necessary  to  connect  them  if 
an  attack  is  threatened.  This  may  be  done  by  playing  on 
either  side;  that  is  to  say,  at  Q  17  or  R  16.  If,  on  the  other 
hand,  Black  should  play  on  both  these  points,  the  white 
stones  would  be  forever  separated,  and  this  cutting  off  is 
called  "Kiru,"  although,  as  a  rule,  when  such  a  situation 
is  worthy  of  comment,  one  of  the  intersections  has  already 
been  filled  by  the  attacking  player.  Plate  13,  Diagram 
xiii,  illustrates  "  Kiru,"  where,  if  a  black  stone  is  played 
at  Q  12,  the  white  stones  are  separated.  "Kiru"  means 
"to  cut,"  and  is  recognizable  as  one  of  the  component  parts 
of  that  much  abused  and  mispronounced  word  "Harakiri." 
"Nobiru"  means  "to  extend,"  and  when  there  is  a  line  of 
stones  it  means  the  adding  of  another  one  at  the  end,  not 
skipping  a  space  as  in  the  case  of  "Ikken  tobi,"  but  extend- 


GENERAL  METHODS  OF  PLAY      65 

ing  with  the  stones  absolutely  connected.  In  Plate  13, 
Diagram  xiv,  if  Black  plays  at  Q  9  it  would  be  called 
"Nobiru."  "Osaeru"  means  "to  press  down,"  and  this 
is  what  we  do  when  we  desire  to  prevent  our  adversary  from 
extending  his  line,  as  seen  in  the  preceding  diagram.  It 
is  done  by  playing  directly  at  the  end  of  the  adversary's 
line,  as  shown  in  Diagram  xv,  where  Black  is  supposed 
to  play  at  Q  6.  Here  White  must  play  on  one  side  of  the 
black  stone,  but  it  must  be  pointed  out  that  unless  there 
is  support  in  the  neighborhood  for  the  stone  used  in  "  Osaeru," 
the  stone  thus  played  runs  the  risk  of  capture.  In  Diagram 
ix,  explaining  "Shicho,"  we  also  had  an  illustration  of 
"Nobiru"  and  "Osaeru." 

If  a  stone  is  played  on  the  intersection  diagonally  adja- 
cent to  another  stone,  it  is  called  "  Kosumu,"  but  this  word 
is  not  nearly  so  much  used  as  the  other  four.  Sometimes, 
also,  when  it  is  necessary  to  connect  two  groups  of  stones 
instead  of  placing  the  stone  so  as  actually  to  connect  them, 
as  in  the  case  of  "Tsugu,"  the  stone  is  played  so  as  to  effec- 
tively guard  the  point  of  connection  and  thus  prevent  the 
adversary's  stone  from  separating  the  two  groups.  This 
play  is  called  "Kake  tsugu,"  or  "a  hanging  connection"; 
e.g.,  in  Diagram  xm,  if  a  white  stone  were  played  at 
Q  11  it  would  be  an  instance  of  "Kake  tsugu"  and  would 
have  prevented  the  black  stone  from  cutting  off  the  White 
connection  at  Q  12,  for,  if  the  black  stone  were  played 
there  after  a  white  stone  had  been  placed  at  Qn,  White 
could  capture  it  on  the  next  move. 

Passing  from  these  words  which  describe  the  commonest 
moves  in  the  game,  we  will  mention  the  expression  "Te 
okure"  —  literally  "a  slow  hand"  or  "a  slow  move,"  which 


66  THE   GAME   OF   GO 

means  an  unnecessary  or  wasted  move.  Many  of  the  moves 
of  a  beginner  are  of  this  character,  especially  when  he  has 
a  territory  pretty  well  fenced  in  and  cannot  make  up  his 
mind  whether  or  not  it  is  necessary  to  strengthen  the  group 
before  proceeding  to  another  field  of  battle.  In  annotating 
the  best  games,  also,  it  is  used  to  mean  a  move  that  is  not 
the  best  possible  move,  and  we  frequently  hear  it  used  by 
Japanese  in  criticising  the  play. 

"Semeai"  is  another  word  with  which  we  must  be 
familiar.  It  means  "mutually  attacking,"  from  "Semeru," 
"to  attack,"  and  "Au,"  "to  encounter,"  that  is  to  say,  if 
the  White  player  attacks  a  group  of  black  stones,  the  Black 
player  answers  by  endeavoring  to  surround  the  surrounding 
stones,  and  so  on.  In  our  Illustrative  Game,  Number  i, 
the  play  in  the  upper  right-hand  corner  of  the  board  is  an 
example  of  "Semeai."  It  is  in  positions  of  this  kind 
that  the  condition  of  affairs  called  "Seki"  often  comes 
about. 

Plate  13,  Diagram  xvi,  shows  a  position  which  is  illus- 
trated only  because  a  special  name  is  applied  to  it.  The 
Japanese  call  such  a  relation  of  stones  "Cho  tsugai,"  liter- 
ally, "the  hinge  of  a  door." 

The  last  expression  which  we  will  give  is  "Naka  oshi 
gatchi,"  which  is  the  term  applied  to  a  victory  by  a  large 
margin  in  the  early  part  of  the  game.  These  Japanese 
words  mean  "to  conquer  by  pushing  the  center."  Begin- 
ners are  generally  desirous  of  achieving  a  victory  in  this 
way,  and  are  not  content  to  allow  their  adversary  any  por- 
tion of  the  board.  It  is  one  of  the  first  things  to  be  remem- 
bered,  that,  no  matter  how  skilful  a  player  may  be,  his 
adversary  will  always  be  able  to  acquire  some  territory,  and 


GENERAL   METHODS   OF   PLAY  67 

one  of  the  maxims  of  the  game  is  not  to  attempt  to  achieve 
too  great  a  victory. 

Before  proceeding  with  the  technical  chapters  on  the 
Illustrative  Games,  Openings,  etc.,  it  may  be  well  to  say  a 
word  in  regard  to  the  method  adopted  for  keeping  a  record 
of  the  game.  The  Japanese  do  this  by  simply  showing  a 
picture  of  the  finished  game,  on  which  each  stone  is  num- 
bered as  it  was  played.  If  a  stone  is  taken  and  another 
stone  is  put  in  its  place,  an  annotation  is  made  over  the  dia- 
gram of  the  board  with  a  reference  to  that  intersection, 
stating  that  such  a  stone  has  been  taken  in  "Ko."  Such 
a  method  with  the  necessary  marginal  annotation  is  good 
enough,  but  it  is  very  hard  to  follow,  as  there  is  no  means 
of  telling  where  any  stone  is  without  searching  all  over  the 
board  for  it;  and  while  the  Japanese  are  very  clever  at  this, 
Occidental  students  of  the  game  do  not  find  it  so  easy.  There- 
fore, I  have  adopted  the  method  suggested  by  Korschelt, 
which  in  turn  is  founded  on  the  custom  of  Chess  annotation 
in  use  all  over  the  world.  The  lines  at  the  bottom  of  the 
board  are  lettered  from  A  to  T,  the  letter  I  being  omitted, 
and  at  the  sides  of  the  board  they  are  numbered  up  from 
1  to  19.  Thus  it  is  always  easy  to  locate  any  given  stone. 
In  the  last  few  years  the  Japanese  have  commenced  to  adopt 
an  analogous  method  of  notation. 


V 


ILLUSTRATIVE   GAMES 
I 

Plate   1 4 

White.  —  Iwasa  Kei,  fifth  degree. 

Black.  —  Madame  Tsutsuki  Yoneko,  second  degree. 

Black  has  a  handicap  of  two  stones. 

Played  about  October,  1906.  The  record  is  from  the 
"Tokio  Nichi  Nichi." 

This  game  is  selected  because  it  is  very  thoroughly 
played  out.  The  notes  are  intended  for  beginners,  and 
much  is  stated  which  is  obvious  to  a  player  of  any  skill; 
supplementing  the  explanations  made  in  the  preceding 
chapter  the  Japanese  names  of  the  various  moves  are  given. 


White 

1.  C  15.  A  rather  unusual  move 
called  "Moku  hadzushi."  As  will 
be  seen  in  the  chapter  on  "Joseki," 
it  is  the  least  conservative  of  the 
three  usual  openings. 

3-   P3-      . 


5.  D  17.  This  move  secures  this 
corner  for  White. 

7.  N3.  ("Ikken  tobi")  M  3 
would  be  too  far. 


Black 

2.  R  4.  Called  "Komoku,"  the 
most  usual  and  most  conservative 
method  of  commencing  the  corner 
play. 

4.  Q5.  Intended  to  attack  No. 
3,  and  also  it  commences  to  make 
territory  on  the  right  side  of  the 
board. 

6.  O  4.  Continues  the  attack  on 
No.  3. 

8.  R  10.  Black  tries  to  make 
territory  on  the  right  side. 


ILLUSTRATIVE   GAMES 


69 


ABCDEFGHJ  KLMNOPQRST 

fllH  19 


ABCDEFGHJ 

(§)   PLAYED  AT  Q  10  IN  "KO" 
#ft)   PLAYED  AT  O  9  IN  "KO" 


KLMNOPQRST 


Plate  14 


7° 


THE   GAME   OF   GO 


White 

9.    F  3.      ("Kogeima.")     This   is 
the  usual  move. 

11.   C3. 

13.    C  4.       ("Nobiru.")      Giving 
aid  to  No.  1 1. 
15.    C5. 

17.    D2. 

19.    C  2.    ("Tsugu.")   This  move 
is  necessary. 

21.    F  4.     Supporting       No.       9. 
"Ikken  tobi"  would  be  dangerous. 
23.    G6. 

25.    K  17.     Aiming  to  make  terri- 
tory at  the  top  of  the  board. 


27.  N  4.  This  is  necessary  to 
lead  out  the  stone  at  N  3.  "Ikken 
tobi"  would  be  dangerous. 


29.    O5. 


Black 

10.  C  7.  ("Ogeima. ")  This  is 
the  usual  reply.  See  the  chapter 
on  "Joseki." 

12.    D3.     Cutting  off  No.    II. 

14.    D5. 

16.  C6.  ("Osaeru.")  Black 
could  not  do  this  before. 

18.    E2. 

20.  E  3.  ("Tsugu.")  White  now 
has  the  corner,  but  Black  has  possi- 
bilities of  expansion. 

22.  E  6.  Connecting  and  at  the 
same  time  attacking  White. 

24.  Cll.  Making  territory  on 
the  left  side  of  the  board. 

26.    L  3.      Precipitate. 

Comment  by  Honinbo  Sbuye  : 
"Black's  twenty-sixth  move  is  pre- 
mature, and  it  has  the  effect  of  pre- 
cipitating the  contest  too  early  in  the 
game.  The  territory  around  that 
point  is  dangerous  ground  for  Black. 
N  17  would  have  been  better." 

28.  L  5.  Leading  out  toward  the 
center.     ("Ikken    taka    tobi.") 

Comment  by  Honinbo  Sbuye  : 
"Black  should  have  played  at  H  4. 
White  would  then  play  at  F  2,  and 
Black  would  reply  at  E  I." 
30.    H   3.     Taking  territory. 

Comment  by  Honinbo  Sbuye  : 
"Black  should  still  play  at  H  4." 


ILLUSTRATIVE   GAMES 


7i 


White 

31.    F  2.     Preventing  the  connec- 
tion of  the  two  Black  groups. 
33.    G  1. 


35.    H  2.      Protecting  the  connec- 
tion at  G  2. 
37.    F6. 


39.    G  8.     This     move     prevents 
White  from  being  shut  in. 
41.    H8.     ("Nobiru.") 

43.    G  7.     Necessary   to   connect. 


Black 
32.    Fi.     ("Haneru.") 

34.  E  1.  ("Tsugu.")  This  series 
of  moves  is  necessary  and  often 
occurs  in  the  game. 

36.  J  3.  Black  must  connect, 
otherwise  the  stone  at  H  3  is  lost. 

38.  F  8.  Aiming  to  make  terri- 
tory. 

Comment  by  Honinbo  Sbuye  : 
"This  move  does  not  hit  the  spot. 
It  should  have  been  played  at 
L7." 

40.    G9. 

42.  F  7.  Black  completes  his 
frontier. 

44.  F  10.  This  secures  the  con- 
nection at  F  9,  and  at  the  same  time 
extends. 


45.    K  4.      White      threatens      to 
break  through  in  two  places. 
47.    H  9. 

49.  Gil.  This  connects  White's 
groups  and  prevents  Black  from  ex- 
tending. 

51.    P4. 


gives 


53.    M  6.     This        mo\ 
White  the  "Sente." 

55.    P  7.     Leading  out  the  small 
White  group. 


46.    L4. 

48.    L  7.     Leading  out  the  stones 
on  line  L,  which  are  now  threatened. 
50.    Qj. 


52.  Q_j.  Making  territory  on 
the  right  and  at  the  same  time  attack- 
ing White's  five  stones. 

54.    L  6.     Black  must  connect. 

56.    N  8.     A   dangerous    move. 


72 


THE  GAME   OF  GO 


White 


57.   P8. 
59.   0  6. 

61.  M  2.  Since  White  is  cut  off 
at  O  7,  he  must  form  "Me"  in  this 
group. 

^63.   Q_8. 

65.    R8. 
67.   S9. 

69.  P5.     ("Atari.") 

71.  Q.10. 

73.  R  9. 

75.  O  10.  White  must  sacrifice 
No.  71  in  order  to  escape. 

77.  N9. 

79.  P9. 

81.  T  10.     ("Haneru.") 

83.  Q_io.     Taking  in  "Ko." 

85.  T  9.  Saving  the  stone  at 
Tio. 

87.   O  11. 

89.    L  10. 

91.  0.13.  White  must  break  up 
Black's  territory  in  the  upper  right- 
hand  corner. 

93.    Mn.     White  retreats. 


Black 

Comment  by  Honinbo  Shuye  : 
"This  move  may  be  called  a  little 
dangerous.  P  6  would  have  been  pre- 
ferable, and  if  White  responds  at  O  8 
or  O  7,  Black  could  reply  at  L  9." 

58.    P6. 

60.  O7.  ("Kiru.")  Cutting  off" 
connection  of  the  white  groups. 

62.  K  9.  Black  sees  that  White 
can  form  the  necessary  two  "Me," 
and  therefore  does  not  press  the 
attack. 

64.  R  7.  Black  must  extend  in 
this  way. 

66.    S8.   ("Osaeru.") 
-   68.    S  7.   ("Tsugu.")    The    usual 
series  of  moves. 

70.    Q_6. 

72.    Qn 

74.    P  10.    ("Sente.") 

76.    S  10. 

78.    M8. 

80.    Q_9.     Takes.    This  is  "Ko." 

82.    Til.     ("Osaeru.") 

84.  Pn.  ("Tsugu.")  Black 
must  play  here  to  save  the  frontier. 

86.  R  11.  Black  cannot  neglect 
to  play  here. 

88.    L  11. 

90.    K  10. 

92.    P  12. 


94.    M  10. 


ILLUSTRATIVE   GAMES 


White 


Black: 


95. 

Ll2. 

96. 

L  9.     Takes.     White  has  es- 

caped   by  means  of  sacrificing  one 

stone. 

97. 

Pl3. 

98. 

O  12. 

-k99. 

NI2. 

100. 

O13. 

D   101. 

*.  103. 

S  12. 

c 

Nozoku.") 

102. 

K12. 

O14. 

104. 

N13. 

("Shicho.") 

105. 

L13. 

106. 

P14. 

Cuts  White  off. 

107. 

P15. 

108. 

Q.I4- 

109. 

Q.15. 

110. 

R  14. 

111. 

R15. 

112. 

are  ob 

S  14. 
viously 

All  these  last  moves 
necessary. 

113. 

O15. 

c 

'onnecting. 

114. 

S15. 

115. 

R16. 

116. 

M  14. 

Comment  by  Hontnbo  Shuye  : 

"This 

move  is 

;  a  mistake;  it  should 

have  b 

een  pla) 

'ed  at  M  15." 

J  117. 

K14. 

V 

/hit 

e's  stones  in  the 

118. 

M  16. 

e 


upper  left-hand  corner  are  now  con- 
nected. 

119.  G  10.  A  defensive  move. 
White  attempts  to  get  all  his  stones 
in  one  group. 

121.  J  12.  Protects  the  connec- 
tion at  H  10. 

123.    J  13. 

125.    N  11. 
127.    L  15. 


129.  Q17. 

131.  N  17. 

133.  Q18. 

135.  M  17. 


120.    F9.     ("Tsugu.") 


122.    J  11. 

124.  N  10.  Protecting  the  "Me" 
at   L  10.     K  11    is   "Kageme." 

126.    O  17. 

128.  M  15.  White's  situation  in 
the  upper  right-hand  corner  looks 
very  bad  at  this  point. 

130.  R18.  A  better  move  than  Q.1 6. 

132.    N  18. 

134.    S  17. 

136.  N  16.  White  is  prevented 
from  connecting. 


74 


THE   GAME   OF   GO 


White 
137.    M  18. 

139.  M  12.  White  must  con- 
nect. 

141.  Q19.  This  is  to  prevent 
"Watari." 

143.    S  16. 

145.  T  15.  A  sacrifice  to  pre- 
vent  Black  from  forming  "Me." 

147.  R  13.  The  condition  in 
this  corner  of  the  board  is  now  a 
fine  example  of  "Semeai." 

149.    S  18. 

151.    S  19.     The  situation  is  now 
highly  interesting. 
•      153.    R  17. 

155.  P  16.  Takes.  forming  a 
perfect  "Me,"  the  other  being  at 
R  18.  The  play  in  this  corner  is 
now  complete. 

157.    B  5.      Protecting  the  corner. 

159.    H  11. 

161.    K  16. 


Black 


/ 


163.    F  17. 


165.  H  16. 

167.  H  15. 

169.  D  16. 

171.  G  15. 


138.  M  13.  Threatening  White's 
other  connection. 

140.  P  18.  To  an  inexpert  eye 
White's  group  in  the  upper  right- 
hand  corner  now  looks  hopeless. 

142.  O  16.  Black  must  play  here 
to  protect  his  four  stones. 

144.    T  16.      ("Watari.") 

146.  T  14.  Black  must  take  the 
stone. 

148.    S  13. 


150.    T  18. 

152.  R  12.  White's  sacrifice  at 
T  15  is  now  bearing  fruit. 

154.  T  17.  Neither  side  can 
play  at  T  19  without  loss. 

156.  C  13.  Increasing  Black's 
territory. 


158.    G  13. 

160.    L  16. 

162.    F  15.       Extending    •  Black's 
frontiers. 

164.    J  15. 

Comment  by  Honinbo  Sbaye  : 
"Black's  moves  164  and  166  are 
both  useless.  At  move  164  Black 
should  have  played  at  D  15." 

166.    G  16. 

168.    D  15. 

170.    D  14. 

172.    B  15. 


ILLUSTRATIVE   GAMES 


75 


White 


1 


\ 


173.  B  16. 

175.  P2. 

177.  Cm. 

179.  P  i. 


181.  C  1 6.  We  might  say  that 
the  end  game  commences  at  about 
this  point. 

183.    Lz. 

185.    A  7. 

187.    G  17. 


189.  H  13.     A    very   good    move 
to  protect  White's  group. 

191.  B6. 

193.  A  6. 

195.  B  14. 

197.  A  15.     Takes. 

199.  L  18.     Completing        the 
frontier. 

^  201.  K  18. 

1  203.  F  11. 

205.  E  16. 

207.  H  14. 

209.  E5. 

•'211.  H5. 

213.  H4. 

215.  G3. 


N    217.    J  8. 


Black 

174.    C  14.  Completing      the 

frontier. 

176.    Q_2. 

178.    R  1. 

180.  R  2.  The  usual  series  of 
moves  in  such  a  situation. 

182.    J  2. 

184.    K3. 

186.    F  16. 

188.  F  13.  The  stone  at  G  13 
needs  support. 

190.  A  8.  Stopping  White's  in- 
vasion. 

192.    B  7. 

194.    B  8.     The    usual    moves. 

196.    B  13. 
^198.    L  17 

200.    M  19. 

202.    J  6.     All    the     rest    of    the 
board  is  practically  finished. 
*204.    E  11. 
206.    E  15. 
G14. 
E  12. 
-  212.    J  5. 
214.    J  4. 
216.    J  9. 

Comment  by  Honinbo  Shuye  : 
"This   move   is   unprofitable.     Had 
Black   played    at   J  8,   a   very   good 
profit  would  have  been  secured." 
218.    E  4. 


208. 
210. 


76  THE   GAME   OF   GO 

White  Black 


219. 

F5- 

220. 

Di. 

221. 

Ci. 

222. 

D6. 

223. 

o9. 

224. 

M9. 

225. 

Ki3. 

226. 

Kn. 

227. 

J  7- 

228. 

H6. 

229. 

Hio. 

230. 

G12. 

231. 

Hl2. 

232. 

K7. 

233. 

N7. 

234. 

0  8. 

235. 

S  5.       By     sacrificing     one 

236. 

0.4. 

stone  White  forces  Black  to  fill  two 

spaces. 

237. 

T8. 

238. 

T7- 

239. 

J  I- 

240. 

K2. 

241. 

Ki. 

242. 

A  13. 

243. 

L  19. 

244. 

N  19. 

245. 

P19. 

246. 

O18. 

247. 

A  14. 

248. 

L  14. 

249. 

K15. 

250. 

M5. 

251. 

N5. 

252. 

K8. 

253. 

Q.9.     ("Ko  tsugu.") 

Black  must  connect. 


Here  the  game  is  left  as  finished  in  the  published  report, 
but  the  remaining  moves  are  not  all  strictly  speaking 
"Dame."  There  are  quite  a  number  of  moves  to  be  made 
before  we  can  proceed  to  the  count.  The  first  question  is, 
naturally,  what  stones  are  dead,  and  we  find  that  White 
has  three  dead  stones  at  S  12,  S  5,  and  K  4.  Black  has  three 
dead  stones  at  J  15,  O  4,  and  R  18.  The  white  stones  at 
P,  Q,  and  R  13,  are  not  dead  yet.  They  have  aggressive 
possibilities,  and  must  be  actually  surrounded.  As  near  as 
we  can  judge  the  game  would  proceed  as  follows : 

First :  Necessary  although  obvious  moves  which  are  not 
strictly  "Dame." 


ILLUSTRATIVE   GAMES  77 

White  Black 

254.    Q.I2.      The      three      white 
stones  must  be  taken  before  Black 
is  safe. 
255.    R  ig.     White  must  take  this  256.    T  15.     A  necessary  connec- 

before  filling  T  19.  tion. 

257.    N  6.     Necessary  to  form 
connection. 

Second:  The  following  moves  which  are  strictly  "Dame." 
It  makes  no  difference  which  side  fills  these  intersections, 
but  it  would  generally  be  done  as  follows  : 

White  Black 

258.  T  19. 

259.    O  19.  260.  P  17. 

261.    N  15.  262.  N  14. 

^263.    F  12.  264.  J  10. 

265.    H  7.  266.  M  7. 

267.    M4.  268.  M3. 

The  frontiers  are  now  absolutely  in  contact,  and  the 
count  can  be  made,  and  it  will  be  seen  that  after  filling  up 
the  vacant  territory  with  the  captured  stones  as  far  as  they 
will  go,  Black  has  won  by  three  points.  The  Japanese 
would  rearrange  the  board  in  order  to  make  the  counting 
of  the  spaces  more  easy  ("Me  wo  tsukuru"),  but  for  the 
first  game  or  two  the  beginner  might  find  it  less  confusing  to 
omit  this  process. 

Honinbo  Shuye  comments  on  this  game  as  follows  : 
"  In  spite  of  so  many  errors,  Black  wins  showing  how 
great  is  the  advantage  resulting  from  a  handicap." 


78 


THE   GAME   OF   GO 


II 


Plate   15 

White.  —  Murase  Shuho,  seventh  degree. 
Black.  —  Uchigaki  Sutekichi,  fifth  degree. 

This  game  is  taken  from  Korschelt,  and  the  notes  are 
his.  In  some  of  these  notes  will  be  found  mere  repetitions 
of  matter  that  I  have  inserted  in  the  preceding  chapters, 
or  which  will  be  hereafter  found  in  the  chapter  on  "  Joseki." 
These  notes  are,  however,  very  full  and  valuable,  and  a 
little  repetition  may  have  the  effect  of  aiding  the  memory 
of  the  student,  and  will  do  no  harm.  Contrary  to  the  cus- 
tom, this  game  was  played  without  handicaps. 


Black 


White 


1.    R  16.     In  the  beginning  of  the  2.    D  17. 

game  the  corners  and  margins  are 
first  occupied,  because  it  is  there 
that  positions  can  most  easily  be 
taken  which  cannot  be  killed, 
and  which  also  contain  territory. 
From  the  edges  and  corners  the 
player  makes  toward  the  center. 
This  process  is  repeated  in  every 
game. 

3.    Q_3.     In  taking  a  corner  that 
is  still  vacant  there  is  a  choice  among       be  commenced  at  P  16. 
seven    points;    e.g.,    in    the     corner 
designated  as  D  4,  these  points  are 
D  3,  D  4,  D  5,  C  4,  C  5,  E  3,  and 


4.    P  17.     The  attack  could  also 


ILLUSTRATIVE   GAMES 


79 


ABCDEFGHJ  KLMNOPQRST 


ABCDEFGHJ  KLMNOPQRST 

Plate  15 


8o 


THE   GAME   OF   GO 


Black 

E  4.  On  the  other  hand,  C  3  and 
E  5  are  bad,  because  the  territory 
which  is  obtained  by  C  3  is  too 
small,  and  the  adversary  would  re- 
ply to  E  5  with  D  4,  by  means  of 
which  E  5  would  be  cut  off  from  the 
margin.  Of  moves  that  are  good 
D  3-C  4  are  the  surest,  and  most 
frequently  used.  E  4-D  5  formerly 
were  the  favorite  moves,  but  the 
preceding  moves  are  now  preferred 
to  them.  E  3-C  5  are  seldom  used. 
All  of  this,  of  course,  applies  to 
the  corresponding  points  in  the 
other  three  corners. 
5.    C4. 


White 


7.  O  4.  Beginners  would  have 
replied  to  Q_6  with  Q_5  or  R  5. 
They  attack  their  opponent  at  close 
quarters  from  the  beginning,  be- 
cause they  cannot  take  in  the  whole 
field  at  a  glance.  Their  entire  effort 
is  to  absorb  the  last  stone  that  their 
opponent  has  played.  When  two 
beginners    play  together  the   battle 


6.  Q_6.  Corresponding  to  No.  4, 
this  move  should  have  been  played 
at  R  5  or  Q_5,  but  White  plavs  on 
Q6,  because  if  he  played  on  Q5, 
Black  would  have  replied  at  R  10 
or  R  9,  and  later  White  P  5  and 
Black  O  4  would  have  followed, 
with  the  result  that  White  has 
nothing,  while  Black  has  obtained 
two  positions,  one  on  0-Q_  and 
the  other  on  R. 

8.  D  15.  The  position  D  15- 
D  17  is  very  strong,  and  players  like 
to  take  it.  This  applies,  of  course, 
to  the  corresponding  positions  in 
other  parts  of  the  board,  of  which 
there  are  seven;  i.e.,  C  16-E  16, 
Q3-Q5,  etc.  As  soon  as  one  player 
gets  a  position  of  the  kind  his  oppo- 
nent often  takes  a  similar  position  on 


ILLUSTRATIVE   GAMES 


81 


Black 

moves  slowly  from  a  corner  out  over 
the  board,  and  one  side  of  the  board 
is  entirely  filled  with  stones,  while 
the  other  is  completely  empty.  This 
is  a  sure  sign  of  bad  play.  In  the 
beginning  the  good  players  spread 
their  stones  over  the  board  as  much 
as  possible,  and  avoid  close  con- 
flicts. 
9.    E4. 


11.  R  13.  In  place  of  taking  this 
secure  position  on  line  R,  Black 
should  have  attacked  the  white 
stone  on  P  17  with  L  17,  and  in  this 
way  Black  would  have  obtained 
positions  on  both  line  17  and  on 
line  R. 

13.    D5. 

15.    B4. 

17.   E6. 

19.    F6. 


White 

the  next  move  in  order  to  balance 
the  advantage  gained  by  his  adver- 
sary; this  is  something  like  castling 
in  Chess. 


10.  C  10.  If  White  did  not  oc- 
cupy this  point,  we  might  have  the 
following  continuation: 

B.  C  10  W.  C  7 

B.  C  13  W.  E  7 

and  Black  has  the  advantage,  be- 
cause White's  stones  at  C  7-E  7  can 
only  get  one  "Me"  on  the  edge  of 
the  board,  and  later  on  must  seek  a 
connection  with  some  other  group. 
By  constantly  harassing  such  en- 
dangered groups  territory  is  often 
obtained. 

12.  C  5.  White  sees  that  Black 
plays  too  carefully,  and  therefore 
challenges  him  with  a  bold  but  pre- 
mature attack  that  gives  the  whole 
game  its  character. 


14.    C6. 

16.   D6. 

18.    E7. 

20.  H  3.  As  soon  as  Black  an- 
swers this  move,  White  will  take 
territory  on  the  right  or  left  of  H  3. 


82 


THE   GAME   OF   GO 


Black 

21.  G  2.  Is  played  very  care- 
fully. K  3  would  probably  have 
been  better.  In  that  case  White 
would  either  have  played  H  5  in 
order  to  save  H  3,  whereupon 

B.  F7  W.  E8 

B.  K5 
would     have     followed,     or     White 
would  have  answered  at  K  4. 


23.  H  2.  The  only  correct  an- 
swer would  have  been  K  3,  which 
would  have  separated  White's  twen- 
tieth and  twenty-second  stones. 


25.    0  6. 


27.  K  17.  All  good  players  agree 
that  27  should  not  have  been 
played  at  K  17,  but  at  L  17.  This 
is  difficult  to  understand  because 
K  17   can   be   supported   from   both 


White 

22.  M  3.  Two  stones  which  mu- 
tually support  each  other  on  the 
margin  of  the  board  and  form  a 
position  cannot  be  separated  by 
more  than  two  spaces;  for  instance, 
R  13-R  16.  In  that  case  the  ad- 
versary cannot  cut  one  off  from  the 
other.  (Korschelt  here  inserts  con- 
tinuations similar  to  what  we  have 
shown  in  a  preceding  chapter.) 
Therefore,  White's  twentieth  and 
twenty-second  moves  are  merely 
intended  to  fill  territory  that  would 
otherwise  fall  to  Black,  and  are  not 
intended  to  form  a  new  group. 

24.  M  5.  White  seeks  to  form  a 
connection  with  No.  6,  which  Black 
frustrates  by  his  twenty-fifth  move. 
It  is  of  the  greatest  importance  to 
prevent  the  union  of  groups  which 
the  adversary  has  formed  on  the 
margin,  in  order  that  they  may  re- 
main weak,  and  require  continuous 
defense. 

The  player  who  has  the  "Sente" 
most  of  the  time  will  generally  be 
the  victor. 

26.  Q_9.  Is  very  necessary  in 
order  not  to  surrender  the  entire 
right  side  to  Black. 

28.  H  17.  This  move  has  the 
effect  of  abandoning  stone  No.  4  at 
P  17.  After  Black's  twenty-ninth 
move  at  N  17,  No.  4  could  still 
escape  by  means  of  P  15,  but  giving 


ILLUSTRATIVE  GAMES 


83 


Black 

sides  at  G  17  and  N  17,  but  L  17  is 
better  because  Black  should  be 
occupied  not  merely  with  taking  a 
position,  but  more  particularly  with 
killing  White's  fourth  stone.  In  the 
sequel  K  17  is  actually  taken  by 
White. 


' 


29.    N  17. 
31.   G7. 


flae 

10  Hi. 

UAot/e. 

33. 

D8. 

35. 

Du. 

37. 

D  12. 

39. 

D13. 

41. 

G9- 

White 

it  up  brings  more  territory  elsewhere 
than  is  there  lost.  It  is  a  favorite 
device  of  strong  players  to  appar- 
ently abandon  a  position  to  their 
adversary  after  first  preparing  it  so 
that  eventually  it  may  live,  or  so 
that  it  may  afterward  aid  in  sur- 
rounding one  of  the  adversary's 
groups.  The  abandoned  position 
often  reawakens  to  life  if  the 
weaker  adversary  allows  his  sur- 
rounding group  to  be  itself  sur- 
rounded and  taken  before  the 
capture  of  the  abandoned  position 
has  been  completed. 

30.    F7. 

32.  K  3.  It  might  have  been 
better  to  have  played  at  G  8.  Then 
if  Black  replied  at  H  7,  White  could 
play  at  C  10,  and  the  white  terri- 
tory in  the  neighborhood  of  line  D 
would  be  very  large.  Certainly  in 
that  case  H  3  would  have  been 
abandoned,  but  not  M  3-M  5. 
Since  32  K  3  is  purely  defensive, 
Black  gets  the  attack,  and  appreci- 
ably reduces  the  white  territory  in 
the  neighborhood  of  line  D. 

34.    D  7. 

36.    C  11. 

38.    C  12. 

40.    C  13. 

42.  G  6.  If  this  move  had  not 
divided  the  black  groups,  Black 
would  have  become  too  powerful. 


84  THE   GAME   OF   GO 

Black  White 

43.    H  7.  44.    E  9.     This  connects  the  two 

parts  of  the  White  position,  which 
connection  was  threatened  by 
Black's  thirty-third  stone.  More- 
over, the  "Sente"  remains  with 
White,  because  Black  cannot  allow 
his  position  to  be  broken  into 
through  F  10. 

45.    G  12.  46.    di4. 

47.    R  14.  48.    R  17. 

49.    S  17.  50.    Q16. 

51.    R  15.  52.    R  n.     The      beginner      will 

wonder  that  52  Q15  did  not  follow 
51  R  15.  This  is  because  53  R  10- 
54  R  9  would  result,  and  White 
would  be  at  a  disadvantage.  The 
moves  46-52  are  part  of  a  deeplv 
thought-out  plan  on  the  part  of 
White.  Black  could  afford  to  ignore 
No.  4  as  long  as  it  stood  alone. 
Thereupon  White  increases  it  by 
Nos.  48  and  50,  and  Black  must 
accept  the  sacrifice,  because  other- 
wise Nos.  27-29  are  threatened.  By 
this  sacrifice  White  gets  the  territory 
around  No.  27,  and  also  has  an 
opportunity  of  increasing  his  position 
on  line  Q.by  his  fifty-second  move. 

53.    O  16.  54.    M  16.       On     the     fifty-third 

move  Black  proceeds  with  the  cap- 
ture of  Nos.  4,  48,  and  50,  while 
White  on  his  fifty-fourth  move  hems 
in  No.  27. 

55.    H  16.     This  move  is  ignored  56.    M  17. 

by  White  because  Black  must  reply 


ILLUSTRATIVE  GAMES 


85 


Black 

to    his    fifty-sixth    and    fifty-eighth 
moves  in  order  to  save  Nos.  29  and  53. 

57.    N  18. 

59.    Q15. 

61.    J  16. 

63.    E  16. 

65.   G  17. 

67.    P  16.     This    is    necessary   to 
avoid  the  following  continuation: 
W.  P16,  Oi5,Ni6,  O14 
B.  P15,  N  15,  O  17,  P18 
and  White  has  the  advantage. 

69.    D  14. 

71.    R5. 

73.  E  15.  It  is  of  the  utmost 
importance  to  Black  to  occupy  this 
point,  for  otherwise  White  would 
press  far  into  his  territory  through 
this  opening.  He  goes  first,  how- 
ever, on  his  seventy-first  move  to 
R  5,  because  White  must  follow, 
and  then  to  73,  because  on  this 
move  he  loses  the  "Sente."  Black 
could  also  have  occupied  S  5,  to 
which  White  would  have  replied  with 
S  6,  because  otherwise  the  following 
continuation  would  have  occurred : : 
B.  S  5,  S  6,  S  8,  R  8,  Q.8 
W.  E  15,  S  7,  T  7,  R  7 
and  the  White  position  is  broken  up. 
It  is  because  Black  played  at  E  15 
too  hastily  and  without  first  occupy- 
ing S  5  that  White  can  break  up  the 
Black  position  by  the  series  of  moves 
Nos.   74-82. 


White 


58. 

M18. 

60. 

J  17. 

62. 

K18. 

64. 

D16. 

66. 

K16. 

68.    K  15. 


70.    C  14. 

72.    R6. 

74.  Q_5_  Murase  Shuho  thought 
that  74  was  a  bad  move  and  that 
S  5  would  have  been  better.  The 
game  would  then  have  continued 
as  follows: 

B.  73,  E15,  R4 
W.  S  5,  S  4 
He  also  thought  that  White's  moves 
from  76-82  were  bad,  because 
nothing  in  particular  was  accom- 
plished by  separating  O  4  from 
O  6,  since  it  was  impossible  to  kill 
them. 


76. 

0.4. 

78. 

?3- 

80. 

o3- 

82. 

P4- 

84. 

L8. 

86. 

F3- 

88. 

F4. 

90. 

G5. 

92. 

J  6- 

86  THE   GAME   OF   GO 

Black  White 

75.    S5. 

77.    R  3. 

79.    P2. 

81.    O2. 

83.    N8. 

85.    O  10. 

87.    G3. 

89.    E3. 

91.  E  5.  Black  has  played  on 
this  point  because  otherwise  E  6-F  6 
will  die;  thus, 

W.  E  5,  B.  F  5  takes 

W.   E  5     retakes 

93.    G  4.     This  is  intended  to  se-  94.    H  14.     From   this   point   on, 

cure  H  2,  G  2  and  G  3.     The  sim-      the  territory  in  the  center  is  filled 
plest  way  of  doing  this  would  be  to       up.      Black  and  White  seem  to  get 
play  at  F  2,  but  G  4  gains  six  more      it  in  about  equal  parts. 
"Me"  because  F  3-F  4  may  be  re- 
garded as  taken. 

95.   L  10. 

97.    H  11. 

99.    E  14. 

101.    G  10. 

103.    Gil. 

105.    Qjo. 

107.    P8. 

109.    O9. 

111.    P  10. 

113.    N7. 

115.    Lg. 

117.    J  9. 
>  119.    J  10. 

121.  A  7.  This  move  is  worthy 
of  study. 

123.    N2.  124.    J  5. 


96. 

J  11. 

98. 

F  14. 

100. 

H  10 

102. 

H  12, 

104. 

0  8. 

106. 

R  10. 

108. 

P9. 

110. 

O7. 

112. 

R8. 

114. 

P7- 

116. 

K8. 

118. 

K12. 

120. 

N6. 

122. 

B7. 

ILLUSTRATIVE   GAMES  87 

Black  White 


125. 

E18. 

127. 

G18. 

129. 

M12. 

131. 

Fn. 

133. 

En. 

135. 

S13. 

137. 

L  12. 

139. 

M13. 

141. 

Kn. 

143. 

A  6. 

145. 

B5. 

147. 

A  5. 

149. 

S6. 

151. 

M8. 

153. 

D19. 

155. 

E  19. 

157. 

N3. 

159. 

L2. 

161. 

K2. 

163. 

F2. 

165. 

F17. 

167. 

H  18. 

169. 

G19. 

171. 

P15. 

173. 

O19. 

175. 

O17. 

177. 

s4. 

179. 

R12. 

181. 

O13. 

126. 

Dl8. 

128. 

G13. 

130. 

F  12. 

132. 

E  io. 

134. 

S  12. 

136. 

Nl4. 

138. 

Ll3. 

140. 

L  14. 

142. 

J  12. 

144. 

A  8. 

146. 

B6. 

148. 

B8. 

150. 

S7. 

152. 

M  6.     Not  at  M  7,  because 

that  would  lead  to  the  loss  of  K  8- 

L8. 

154. 

C19. 

156. 

C18. 

158. 

N4. 

160. 

L* 

162. 

F5- 

164. 

E17. 

166. 

H  19. 

168. 

J  18. 

170. 

P14. 

172. 

N19. 

174. 

M  19. 

176. 

R4- 

178. 

T6. 

180. 

S  11. 

182. 

O14. 

183.    P  13. 

This  is  as  far  as  the  game  is  recorded  in  the  Go  maga- 
zine, published  by  Murase  Shuho.     A  good  player  can  now 


88 


THE  GAME  OF  GO 


foresee  the  result  at  the  cost  of  a  little  trouble.     Black  has 
won  by  five  points. 

According   to    Korschelt's    view,    the    play   would    have 
proceeded  as  follows: 


Black 


185. 

T4- 

187. 

S3- 

189. 

Gi6. 

191. 

H8. 

193. 

Nl2. 

195. 

J  7- 

197. 

F8. 

199. 

Dio. 

201. 

J'5- 

203. 

J  19. 

205. 

Q.11. 

207. 

F16. 

209. 

Ji- 

211. 

M7. 

213. 

H4. 

215. 

N15. 

217. 

K  10. 

219. 

Mi. 

221. 

M15. 

223. 

Fq. 

225. 

P12. 

227. 

T14. 

229. 

H  19. 

Takes. 


White 


184. 

T5- 

186. 

T7- 

188. 

G15. 

190. 

J  8. 

192. 

N13. 

194. 

M  14. 

196. 

K7. 

198. 

E8. 

200. 

D9. 

202. 

J  H. 

204. 

K  19. 

206. 

F15. 

208. 

J2- 

210. 

J3- 

212. 

L7- 

214. 

J  4- 

216. 

K9. 

218. 

M2. 

220. 

Q.I3- 

222. 

L15. 

224. 

Q.12. 

226. 

Ti3- 

228. 

T12. 

The  stones  that  are  still  to  be  played  are  "Dame."  By 
playing  these  no  "Me"  can  be  either  won  or  lost,  and  for 
the  most  part  it  makes  no  difference  whether  they  are  filled 
up  by  Black  or  White.     These  are  as  follows: 


ILLUSTRATIVE  GAMES 


89 


O  15,  N  16,  H  5,  H  6,  F  13,  E  13,  H  5,  H  15,  F  10,  E  13 
E  12,  H  15,  F  10. 

Black  has  sixty-four  "Me"  and  White  fifty-seven 
"Me." 

Ill 

Black.  —  Ito  Kotaro,  fifth  degree. 
White.  —  Karigane  Junichi,  sixth  degree. 

This  game  was  played  in  Tokio  about  January,  1907, 
and  is  a  fine  illustration  of  the  rule  of  "Ko."  No  handicaps 
were  given. 


Black 

I.  C4.    ("Komoku.")    Black  be-  2.    Qj. 
ing    the    weaker    player,    adopts    a 
conservative  opening. 

3.    D17. 

5.    E  3.     The  opening  is  conven- 
tional so  far. 
7.    F16. 
9.    C18. 

II.  E  17. 
13.  R  15. 
15.  R  11. 
17.   N17. 


19.  P  16.  White's  stone  at  Q.17 
is  now  shut  in.  If  the  black  stone 
at  N  17  were  at  M  17,  White  could 
have  escaped. 

21.    O  17.  22.    S  16. 

23.    R  16.  24.    R  17. 

25.    S  15.  26.    S  17. 


White 


4. 

C15. 

6. 

C  9.     This  is  an  unusual 

I  move. 

8. 

C17. 

10. 

D16. 

12. 

Q.17. 

14. 

R6. 

16. 

K3- 

18. 

D  12.     Not 

the    best 

move. 

P16 

would  have  b 

een  better. 

This 

part  of  the  game  is 

generally  devoted 

to  the  general  distribution  of 

stones. 

20. 

P17. 

9° 


THE  GAME  OF   GO 


Black 

27.    P18. 

29.  O  19.  Probably  not  the  best. 
O  15  would  have  had  greater  possi- 
bilities. 

31.    J  16.     Not    the    best.     O  15 
would  have  been  better. 
33.    Q15. 


35.  O  16. 
37.  R13. 
39.  Q_u. 
41.    Ph. 

43.    R  8.   Not  the  best  move.  N  11 
would  have  been  more  aggressive. 


45.  K17. 

47.  L  16. 

49.  L15. 

51.  K18. 

53.  L  18. 

55.  H  16. 

57.  H  15. 

59.  H  14. 

61-    J  13. 

63.    O  10. 

65.   N  10. 

67.  K  12.  An  ineffective  move; 
B  17  would  have  been  better. 

69.    B  18. 

71.  F  18.  Black  must  defend  his 
corner,  which  is  already  much  re- 
duced in  size. 


White 

28.   Q_i8. 

30.  S  19.  The  corner  is  a  typical 
Go  problem.  White  had  to  place 
this  stone  very  carefully  in  order  to 
provide  for  the  necessarytwo  "Me." 

32.    Q_i6. 

34.  P  15.  Cutting  Black's  con- 
nection. The  necessity  for  a  black 
stone  at  O  15  is  now  apparent. 

36.    P  14. 

38.    Cm 2. 

40.    P12. 

42.    M  13. 

44.  K  16.  White  now  com- 
mences a  series  of  moves  to  break 
up  Black's  territory  at  the  top  of 
the  board. 

46.    L  17. 

48.    K15. 

50.    J  17. 

52.    H  17. 

54.    J  15. 

56.    G  16. 

58.   G  15. 

60.     G17. 

62.    O  11. 

64.    N  11. 

66.    M  11. 

68.    B  17. 

70.    F  15. 
72.   A  18. 


ILLUSTRATIVE   GAMES 


9i 


Black 

73.    G  19. 

75.  K  14.  The  three  white 
stones,  J  15,  K  15,  and  K  16  are 
dead.  They  were  sacrificed  in  order 
to  break  up  Black's  territory  at  the 
top  of  the  board. 

77.    M  16. 

79.    Q7. 

81.    P8. 

83.    Q.9.     Takes. 

85.  O  13.  An  effort  to  deprive 
the  white  group  of  the  necessary 
"Me"   and   to   envelop   them. 

87.   N  13. 

89.    L  10. 

91.  K  10.  Kn  would  not  do; 
White  could  break  through  in  that 
case. 

93.    S  12. 

95.    S  10. 

97.    S  14. 

99.    T13. 

101.    N  12. 

103.    M9. 

105.    J  11. 


White 


"Watari." 


White  is  now  shut  in. 


74.    L  14. 
76.   M  15. 


78.  Q8. 

80.  R  7. 

82.  S  8. 

84.  R  9. 

86.  O  14. 


88.  N14. 
90.  L  11. 
92.    R  12. 


94.    Q.13. 

96.    R  14. 

98.    S  13.     Takes. 

100.    L  12. 

102.    M  10. 

104.    K  11. 

106.  O  12.  White  saves  his 
group  in  this  way  because  he  can  get 
the  position  called  "Magari  shimo- 
ku  wa  me"  no  matter  what  Black 
does. 


107.    R4. 

108. 

0.4- 

109.    R3. 

110. 

R2. 

111.    S2. 

112. 

Q.2. 

113.    S  5. 

114. 

Q.6. 

115.    Si.    Black's  corner  is  small, 

116. 

Q.8. 

but  it  will  surely  live. 

Takes.     "Ko. 


92 


THE  GAME  OF  GO 


Black 


White 


117. 

P7- 

118. 

P9. 

119. 

R8. 

JS.O. 

120. 

T3- 

An    effort   to    destroy 

the  corner. 

121. 

S3- 

122. 

Q.8. 

"Ko." 

123. 

Pio. 

124. 

N4. 

White  eventually  wins 

the  game  by 

means  of  the  territory- 

he  now  maps 

out. 

125. 

E16. 

126. 

E15. 

127. 

D  14. 

"Nozoku." 

128. 

D15. 

129. 

c7. 

130. 

J  10. 

131. 

L8. 

132. 

H  11. 

133. 

J  12. 

134. 

J9- 

135. 

Gn. 

Not       very 

good. 

136. 

N8. 

Black 

should      have       played 

at 

K8. 

137. 

N9. 

138. 

K8. 

139. 

L9. 

Black  must  play  h 

ere 

140. 

B4. 

to  protect  his 

two  stones. 

141. 

B3- 

142. 

D4. 

143. 

C3- 

144. 

c5. 

145. 

C6. 

An    unusual 

way 

of 

146. 

N6. 

playing  the  corner. 

^47. 

L6. 

148. 

K5. 

149. 

K6. 

150. 

J5- 

151. 

J  6. 

152. 

H6. 

153. 

H7. 

154. 

Gio. 

155. 

Fn. 

156. 

G7. 

157. 

G6. 

158. 

H5. 

159. 

G8. 

160. 

F7- 

161. 

F8. 

162. 

H8. 

163. 

J  7- 

Note   how  th« 

:   center 

164. 

F  10. 

fills  up 

>  with< 

jut  either  side 

getting 

territory  there. 

165. 

E8. 

166. 

E7. 

167. 

E  11. 

168. 

E  10. 

ILLUSTRATIVE   GAMES 


93 


Black 


White 


169. 

Dn. 

171. 

D7. 

173. 

E5. 

175. 

C14. 

177. 

R8. 

"Ko. 


weak 


move.  White's  position  is  already 
better,  and  Black  should  play  at 
B  14,  where  he  might  have  a  chance 
to  kill  White's  group,  in  the  upper 
left-hand  corner. 

179.    B  13. 

181.    C  12. 


183.  L  7. 

185.  C8. 

187.  B5. 

189.  A  4.     Takes. 

191.  B  7. 

193.  A  6.     Takes. 


195.    E4. 


197.  J  8. 

199.  R8.     "Ko." 

201.  H  19. 

203.  O9.     Takes. 

205.  G  4.    Invading  White's  ter- 
ritory. 

207.  E  2. 


170. 

D8. 

172. 

F5- 

174. 

F6. 

176. 

M7. 

178. 

B14. 

White's  group  is  now 

safe. 

180.    A  14. 

182.  B  16.  This  is  an  interest- 
ing problem.  If  White  plays  at 
B  15,  Black  could  kill  the  group. 

184.    D5. 

186.    D9. 

188.    B6. 

190.    D6. 

192.    B  8. 

194.  F  2.  Defending  his  large 
territory  on  the  lower  edge  of  the 
board. 

196.  Q8.  "Ko."  Attacking 
Black's  group  which  has  still  to 
form  the  necessary  two  "Me." 

198.  H  9.  White  cannot  afford 
to  fill  the  "Ko"  at  R  8. 

200.   G  i€. 

"Ko."     Returning  to 


202.  Q8 
the  attack. 

204.  E  6. 
tion. 

206.    G5 


A    necessary   connec- 


Takes.     White    must 


do  this  or  lose  ten  stones. 
208.    G3. 


94  THE   GAME  OF   GO  . 

Black  White 


209.    P6. 

210.    P5. 

211.    M5. 

212.    N5. 

213.    M4. 

214.    M3. 
vasion. 

This  ends 

215.    F4. 

216.    Q14. 

217.    R  13. 

218.    B  19. 

"Sente." 

219.    D  18. 

Black  must 

connect. 

220.    S  13. 

"Ko." 

221.    R  5. 

222.    Q5. 

223.    R  13. 

"Ko."     Black 

must 

224.    J  18. 

win  this  "Ko 

or  lose  five 

stones. 

225.    J  19. 

226.    S  13. 

"Ko." 

227.    L4. 

"Sente." 

228.    L3. 

229.    R  13. 

"Ko." 

Bl 

ack's 

230.    H  12. 

group  is  now 

safe. 

231.    S  13. 

"Ko  tsugu.' 

» 

232.    E  13. 

233.    B  10. 

234.    B9. 

235.    F  13. 

236.    E  14. 

237.    G  14. 

238.    H3. 

239.    S  6. 

240.    D3. 

241.    D2. 

242.    C  10. 

243.    Cll. 

244.    B  11. 

245.    R  8. 

"Ko." 

246.    M  6. 

247.    L5. 

248.    Q8. 

"Ko." 

249.    R  1. 

250.    Q_i. 

251.    R  8. 

"Ko." 

252.    S  7. 

253.    S  9. 

254.    Q_8. 

"Ko." 

255.    E  12. 

256.    D  13. 

257.    R  8. 

"Ko." 

258.    G  12. 

"Sen  te." 

259.    F  12. 

260.    Q8. 

"Ko." 

261.    F3. 

262.    G2. 

263.    R  8. 

"Ko." 

264.    T4. 

265.    T2. 

Black     must 

de 

fend 

266.    Q8. 

"Ko." 

lis  group. 

267.    T  16. 

268.    T  17. 

269.    R  8. 

"Ko." 

270.    T6. 

White 

272. 

Q.8. 

"Ko." 

274. 

R  19. 

276. 

P19. 

"Ko." 

278. 

Q.8. 

"Ko." 

280. 

T=*8. 

S  1  Is 

282. 

N15. 

284. 

K13. 

"Ko." 

286. 

L13. 

"  Ko  tsugu." 

288. 

Q.8. 

"Ko." 

290. 

R8. 

"Ko  tsugu." 

ILLUSTRATIVE   GAMES  95 

Black 

271.    T  5.      Black   must   stop   the 
White  advance. 
273.    Q.19. 
275.    R8.     "Ko." 
277.    O  18. 

279.  S-rS.^if  Black  can  also 
1  play  at  T^9,  White's  corner  is  dead. 
P         281.    R8.     "Ko." 

283.    L  13.      Purposely       starting 
another  "  Ko." 
285.    B  12. 
287.    A  11.     Takes. 
289.    C  13. 

291.    K9.      Black  must  form  an-      >292.    O  6. 
other  "Me"  for  this  group  at  once. 

293.    J  4.  294.    H  4. 

295.    K4.  296.    C2. 

297.    B  2.  298.    E  1. 

299,    C  1.     Takes.  300.    J  3. 

301.    T9.     The    game    is    prac-  302.    N  16. 

tically  over  at  this  point. 

303.    J  14.     Taking  three  stones.  304.    O  8. 

305.    T  19.     Takes.  306.    O  7.  ^ 

307.  y  9.     Connecting.  308.    T  15.     Takes.      ^     X 

309.    T8.  310.    C  19. 

311.    F  17.  312.    A  13. 

^  £        313.    A  12.  314.    A  17. 

\   O        315.    D  19.  316.    A  19. 

"  317.    R  10.  318.    A  9. 

|P      319.    A  10.  320.    Q19.     "Kotsugu." 

^  -0     321.    A  7. 

The  game  as  published  ends  at  this  point,  but  there 
still  remain  moves  to  be  made  that  are  not  strictly  "Dame." 
White  must  kill  the  three  black  stones  at  E  8,  F  8,  and  G  8, 


96 


THE   GAME   OF   GO 


as  that  portion  of  the  board  is  not  quite  disposed  of,  and 
"Seki"  might  easily  occur  if  White  plays  badly.  The  game 
might  continue  as  follows: 


Black 

323.  G  13. 

325.  H  13. 

327.  A  8. 

329.  D  10. 

331.  D  1.     Stopping  White's  ad- 
vance. 


White 

322.  F  1. 

324.  E  9. 

326.  H  10.     White  must  connect. 

328.  F9. 

330.  G  9.     White  must  take  the 
three  stones. 

332.  T16.     "Tsugu." 


The  following  moves  are  strictly  "Dame": 
F  14,  H  18,  M  8,  O  15,  T  14.     Either  side  can  fill  these 
"Me." 

The  following  stones  are  dead  and  can  now  be  re- 
moved : 

White.  — K  8,  L  17,  T  3,  T  4. 

Black.  —  N  12,  N  13,  O  13,  S  18. 

White  wins  by  four  stones.  After  the  dead  stones  are 
used  to  fill  up  the  vacant  spaces,  and  the  board  is  rearranged, 
it  will  be  found  that  White  has  fourteen  "Me"  and  Black 
ten  "Me." 

More  than  the  usual  number  of  moves  were  made  in 
this  game. 


ILLUSTRATIVE   GAMES 


97 


IV 


Plate   1 6 

White.  —  Hirose  Heijiro.  fifth  degree. 
Black.  —  Nagano  Keijiro,  fourth  degree. 

Black  has  a  handicap  of  two  stones.     (D  4  and  Q  16.) 
Played  March,   1907,  in  Tokio.     Both  players  were  of 

the  Hoyensha  School. 

When   this   game  was   published,   it  was   annotated   by 

Mr.  Iwasaki  Kenzo,  and  I  have  translated  his  annotations; 

these  are  indicated  by  the  initials   "I.  K." 


White 

1.   R4. 
3.   E17. 

5.    C  11.     To  prevent  Black  form- 
ing territory  on  the  left  side. 
7.    O3. 


9.    R  14.     White    breaks    into 
Black's  territory  at  once. 
11.    O  17. 


13.  N16. 
15.  P  17. 
17.    Q.13. 


White  must  look  out 


for  the  stone  at  R  14. 


19.   O  13. 


Black 

2.   C  16. 

4.    D15. 

6.  C  7.  P  3  would  have  been 
better.      (Iwasaki    Kenzo.) 

8.  R  10.  This  move  is  called 
"Moku  Shita."  It  is  one  of  Murase 
Shuho's  inventions. 

10.    R6. 

12.  O  16.  These  moves  will  be 
found  in  the  chapter  on  "  Joseki." 

14.    O  15. 

16.    Q.17. 

18.  R  15.  This  move  secures 
the  corner,  and  at  the  same  time 
protects  the  connection  of  Black's 
stones  on  lines  O  and  Q.  "Ikkyo 
ryo  toku." 

20.    N  14. 


98 


THE  GAME  OF  GO 


White 

21.    L  17.     Replies  to  Black's  last 
move. 
23.    S  14. 
25.    G  17. 
27.    Pio. 

29.    C  14. 
31.    C13. 


33.    D  11. 

35.    E  11. 

37.  F  12.  White  cuts  off.  This 
is  an  aggressive  move. 

39.    G  12. 

41.    G13. 

43.  D  8.  White  provides  an  es- 
cape for  stones  on  line  11. 

45.  H  10. 

47.  D7. 

49.  D6. 

51.  F6. 

53.    J  10.     White   cannot    risk 
jumping  farther. 

55.  H  17.  Not  good.  K  8  would 
have  been  better.      (I.  K.) 

57.  C  8.  Good,  but  not  the  best. 
M  12  would  have  helped  the  white 
stones  near  the  center. 

59.    J  14.     White    retreats. 

61.    L  14. 

63.    L  12. 


Black 


22.    Q14. 


24.    F  16. 

26.    S  15.     Secures  the  corner. 

28.  Q8.  P  6  would  have  been 
better.     (I.  K.) 

30.    D  14. 

32.  D  12.  Not  the  best  move. 
M  3  would  have  been  better. 
(I.  K.) 

34.    E  12. 

36.    F  11. 

38.  F  13.  G  14  would  have  been 
better.      (I.  K.) 

40.    F  10. 

42.    F  14. 

44.  H  15.  H  14  was  better,  as 
White  dare  not  cut  off  at  G  14. 
(I.  K.) 

46.    F8. 

48.    C6. 

50.    D5. 

52.  H  9.  Black  must  provide  an 
exit  for  his  stones  on  line  K.  \~ 

54.    H8. 

56.  K  8.  Black  promptly  es- 
capes. 

58.  L  10.  Black  commences  an 
attack  on  White's  five  stones. 

60.    J  15. 
62.    L  15. 

64.  }  12.  This  is  a  "Sute  ishi," 
but  it  greatly  aids  Black's  attack. 


ILLUSTRATIVE   GAMES 


99 


ABCDEFGHJ  KLMNOPQRST 


ABCDEFGHJ  KLMNOPQRST 

§  PLAYED  AT  L17  IN  "KO"  @  PLAYED  AT  5 12   IN  "KO" 

PLAYED  AT  L17  IN  KO"  ©  PLAYED  AT  K17  IN  "K0" 

§  PLAYED  AT  L19  IN  "RO"  ©  PLAYED  AT  K17  IN  "K0" 

PLAYED  AT  K17  IN  RO" 

Plate  i6 


100 


THE  GAME  OF  GO 


White 

65.  K  12.  Not  a  good  move. 
By  reason  of  this  Black's  sixty- 
eighth  move  is  made  possible. 
(I.  K.) 

67.  J  13.  Another  move  which 
arrests  the  development  of  the  game. 
(I.  K.) 

69.    K  18. 

71.    J  17. 

73.    K  16.     Takes. 


75.  P  8.  White  abandons  the 
field  and  plays  elsewhere. 

77.    0  8. 

79.    F4. 

81.    F2. 

83.  F  7.  White  perfects  his  con- 
nection. 

85.    Q_9. 

87.    Q.7. 

89.    P6. 

91.    O7.     Takes. 

93.    C  18.     Stronger  than  C  17. 

95.    S4. 

97.    P  14. 

99.    R  13. 

101.    L17.     Takes    in     "Ko." 

103.  K  3.  Invading  Black's  ter- 
ritory. White  can  connect  on  either 
side. 

105.    H  2. 

107.    J  3. 


Black 


66.    K  15. 


68.  K  17.  Attacks  White's  stones 
at  the  top  of  the  board. 

70.    L  18. 

72.    M  17. 

74.  L  16.  Black's  attack  on  the 
upper  right-hand  corner  is  now  well 
developed. 

76.    P7. 

78.  H  5. 

80.  H3. 

82.  D2. 

84.  M3. 

86.    R  9. 

88.    R8. 

90.  M  5.  Black  enlarges  his  ter- 
ritory at  the  bottom  of  the  board. 

92.  S  5.  Forming  "Me"  for  the 
side  group. 

94.    K  17.     Takes  in  "Ko." 

96.    R  12. 

98.    Qi 5. 

100.    T4. 

102.    M  18. 

104.    L4. 


106.    G3. 
108.    J  4. 


ILLUSTRATIVE   GAMES  •  101 


White 


109.    G2. 
111.   E2. 


113.  L  8.  Threatening  Black's 
territory.  If  Black  defends,  White 
can  connect  somewhere. 

115.    J  6. 

117.  L  6.  White's  attack  on  this 
territory  is  very  fine. 

119.    K4. 


Black 

110.    M  7. 

112.  C  3.  If  Black  plays  at  D  3, 
White  could  reply  at  D  I  with  the 
"Sente." 

114.    K9. 


116.    H6. 
118.    L7. 

120.    K5. 


121. 

J  5- 

122.    K6. 

123. 

H4- 

Takes. 

124.    S3. 

125. 

R3- 

126.    S  2. 

127. 

J  7- 

128.  M  9.  Black  cannot  neglect 
this  —  the  whole  center  of  the  board 
might  be  lost. 

129. 

R2. 

130.    H  7. 

131. 

T15. 

132.  S  17.  Better  than  T  16,  as 
it  provides  for  "Me"  in  the  corner. 

133. 

S  12. 

134.    S  11. 

135. 

L  19. 

136.    K  17.     Takes    in    "Ko." 

137. 

N9. 

138.    N8. 

139. 

L17. 

Takes  in 

'Ko." 

140.    M  16. 

141. 

N7. 

142.    M  8. 

143. 

B17. 

144.    B  16. 

145. 

B8. 

146.  M  12.  Threatening  to  sur- 
round the  ten  white  stones  in  the 
center. 

147. 

E9. 

148.    F9. 

149. 

K14. 

Forming 

"Me" 

for          150.    G  11. 

roup  i 

n  center. 

151. 

H  11. 

152.    H  14. 

153. 

Mn. 

154.    H  13. 

155. 

H  12. 

156.    M  13. 

KU 


THE   GAME   OF   GO 


White 


157.   L  n. 


159.  B  6.     B  5  might  have  been 
more  aggressive. 

161.  B  7. 

163.  N5. 

165.  N4. 

167.  N2. 

169.  G5. 


171.  B  12. 

173.  E  18. 

175.  P  12. 

177.  E  16. 

179.  R  5. 

181.  R  1. 

183.  Q_5.     This  part  of  the  board 
is  now  completed. 

185.  A  5. 

187.  A  6. 

189.  Mf 

191.  K2. 

193.  J  19. 

195.  L  19.     Takes  in  "Ko." 

197.  F  18. 

199.  C  17. 

201.  D  19.     "Watari." 

203.  D  10. 

205.  M  10. 

207.  K  10. 

209.  P9. 

211.  K  13. 

213.  M  14. 


Black 

158.  S  1.  This  move  is  worth 
five  or  six  points. 

160.  B  5. 

162.  C5. 

164.  N6. 

166.  L2. 

168.  M  2.  Otherwise  White 
would  play  at  L  3. 

170.  A  13.  This  stone  is  con- 
nected with  stone  at  B  16.  This 
move  often  occurs. 

172.  D  17. 

174.  Qi2. 

176.  T  16. 

178.  E  15. 

180.  S  7. 

182.  Q6. 

184.  M  19. 

186.  A  4. 

188.  B4. 

190.  L3. 

192.  K  19.     Takes. 

194.  K  17.     Takes    in    "Ko." 

196.  F  17. 

198.  D  18. 

200.  D  16. 

202.  E  10. 

204.  E8. 

206.  Qio. 

208.  L9.     Takes. 

210.  L  13. 

212.  N  12. 

214.  N  13. 


ILLUSTRATIVE   GAMES  103 

White  Black 


215. 

Nil. 

216. 

Ol2. 

217. 

On. 

218. 

O14. 

219. 

P13. 

220. 

D9. 

Takes. 

221. 

c9. 

222. 

Qn. 

223. 

Ph. 

224. 

J  16. 

Takes. 

225. 

G16. 

226. 

F15. 

227. 

N3. 

228. 

M6. 

229. 

T14. 

230. 

T12. 

231. 

T13. 

232. 

S13. 

Takes. 

233. 

P15. 

234. 

P16. 

235. 

S  12.     Takes  in 

"Ko." 

236. 

Tn. 

237. 

E3- 

238. 

0  6. 

239. 

O5. 

240. 

A  17. 

241. 

A  18. 

242. 

A  16. 

243. 

A  12. 

244. 

B  14. 

245. 

B13. 

246. 

A  14. 

247. 

D3- 

248. 

C2. 

249. 

M15. 

250. 

N15. 

Black  wins,  the  report  says,  by  "Ichi  ban,"  which  means 
anything  up  to  ten  "Me."  According  to  my  continuation, 
Black  won  by  seven  "Me." 

V 

Plate   17 

This  is  a  game  between  a  Japanese  player  and  a  beginner. 
It  is  inserted  solely  to  show  the  character  of  the  mistakes 
which  beginners  are  likely  to  make.  Such  errors  never 
occur  in  games  between  good  players,  and  therefore  this 
game  may  be  more  useful  to  a  novice  than  the  games  con- 
tested between  players  of  greater  skill. 

Played  May  7,   1907. 

Black  has  a  handicap  of  five  stones. 


104 


THE   GAME   OF   GO 


ABCDEFGHJ    KLMNOPQRST 


ABCDEFGHJ  KLMNOPQRST 
®  PLAYED  AT  H  16  IN  "K0"  ©  PLAYED  AT  H  17  IN  "KO" 
(fit)  PLAYED  AT    H  17   IN  "K0"      (2$)  PLAYED  ATP" 


Plate  iy 


ILLUSTRATIVE   GAMES  105 

White  Black 

I.  C  14.  2.    E  3.     Bad;    too    close    to    the 

handicap  stone.  Besides  it  is  better 
to  respond  to  White's  attack  in  the 
same  part  of  the  board. 

3.    O  3.  4.    C  15.     This  would  be  too  con- 

servative if  the  players  were  any- 
thing like  equal. 

5.    R  14.  6.    D  6.     Much  better  to  play  in 

one  of  the  right-hand  corners.  C  6 
would  be  better  also. 

7.    F  17.  8.    P3.     O4  is  much  better. 

9.    R6.  10.    Q.14. 

II.  S  16.     This    would     not     be  12.    O  4.     Black  should  reply  to 
played  against  a  good  player.                   White's  last  move. 

13.    N  3.  14.    D  8.     Unnecessary;         much 

better  to  play  in  one  of  the  threat- 
ened corners. 

15.    C  3.  16.    C  4.    B  4  would  be  better. 

17.    B3.  18.    D2. 

19.    D3.  20.    E2. 

21.    B5.  22.    B4. 

23.    A  4.  24.    C2. 

25.    B  8.  26.    D  5.     Over  cautious. 

27.    C  7.  28.    D  7.       Unnecessary;     Black 

could  gain  a  decisive  advantage  at 
B6. 

29.    B6.  30.    C8.    Too  near  the  White  line, 

a  common  mistake  of  beginners. 

31.    B  9.  32.    B  2. 

33.    A  3.  34.    C  9.     Too    near;    Black    can 

jump  one  or  two  spaces  with  much 
better  effect. 

35.   C  10.  36.    D  10. 

37.    C  11.  38.    D  14. 

39.    C  13.  40.    D  12.     At  this  point  Black's 


41. 

Ci7. 

43. 

Bi3. 

45. 

Bl2. 

47. 

D17. 

106  THE   GAME   OF  GO 

White  Black 

position  is  good  enough,  as  his  line 
on  D  is  very  strong. 

42.    B  14. 

44.  C  12.  Black  gains  very  little 
by  this. 

46.    B  15. 

48.    B  16.     Very  bad;  Black  has 
the  whole  board  to  gain  ground  in 
elsewhere. 
49-    E  16.  50.    D  15.     If  Black  feels  he  must 

play  here,  D  13  is  better. 

52.    E13. 

54.    D11. 

56.    E  14. 

58.    E  11. 

60.    F  II.     If  Black  hopes  to  save 
his  group  in  the  upper  left-hand  cor- 
ner,   he    must    escape    toward    the 
center  at  this  point. 
Black's  group  is  now  62.    A  14.     Black  cannot  possibly 

form    "Me";   this   move   is   merely 
wasted. 

64.    E  9.     Too    cautious. 

66.    H  11. 

68.  F  10.  Black  forms  "Me"  in 
this  group  long  before  it  is  threat- 
ened, while  he  might  gain  ground 
elsewhere. 

Another  lost  move. 


51. 

D13. 

53. 

E12. 

55. 

F13. 

57. 

G12. 

59. 

F  12. 

61. 

F14. 

>pel 

ess. 

63. 

J3- 

65. 

G3- 

67. 

Gn. 

69. 

Gio. 

71. 

F4. 

73. 

G8. 

75. 

H9. 

77. 

H  10. 

79. 

G7. 

81. 

G6. 

70. 

A  16. 

72. 

E4. 

74. 

Go. 

76. 

F9. 

78. 

F8. 

80. 

F6. 

82. 

G5. 

Should      have      been 


ILLUSTRATIVE   GAMES  107 

White  Black 

played  at  F  5. 

83.    F  5.  84.    J  10.      Black      should      play 

nearer  the  edge  of  the  board.  J  10 
is  radically  wrong. 

85.    K  8.  86.    H  13.      Black  tries  to  form  a 

living  group  in  the  center  without 
support;  this  can  seldom  be  done. 

87.    H  12.  88.    J  11. 

89.    J  13.  90.    H  8. 

91.    J  8.  92.    H  7.     These  stones  are  hope- 

less from  the  start.  Black  should 
play  in  the  right-hand  corners. 

93.    H  6.  94.    J  7. 

95.    L  7.  96.    J  6. 

97.    H5.  98.    J  5. 

99.    G4.     Takes.  100.    J  9. 

101.    M  6.  102.    N  5.     M  5  would   be  much 

better. 

103.    M5.  104.    K4.      Black       adds       more 

stones  to  his  already  hopeless  group. 
This  is  one  of  the  commonest  mis- 
takes. 

105.    Mf  106.    J  12.      Black    should    jump 

to  the  right,  say  at  M  II. 

107.    K  13.  108.    G  14.       F  15      might      have' 

helped  Black. 

109.    F  15.  110.    H  4. 

111.    J  4.  112.    F  7. 

113.    H  3.     Takes.  114.    E  6.     Unnecessary.       Black 

should  play  somewhere  in  the  un- 
occupied portion  of  the  board. 

115.    M  12.  116.    A  13.     Wholly    wasted    un- 

less Black  were  an  expert. 

117.    B  11.  118.    B  17. 

119.    B  18.  120.    C  18. 


White 

121. 

Di8. 

123. 

C  19.     Takes. 

125. 

B7- 

127. 

Ll3. 

129. 

M  10. 

131. 

Nn. 

133. 

N13. 

135. 

M9. 

137. 

M8. 

139. 

K7. 

141. 

P5- 

108  THE   GAME   OF   GO 

Black 

122.    A  18. 

124.   C6. 

126.    K  12.     Like    all    beginners, 
Black    keeps    his    stones    too    close 
together.     M    10     would     be     bet- 
— ter; — 

128.    L  12. 

130.    Mil. 

132.    L  11. 

134.    L  10.      Black   again   adds 
stones  to  a  dead  group. 

136.    L8. 

138.    L9. 

140.    0  6. 

142.    O  2.     S  4  would  have  been 
much    better. 
143.    N2.  144.    N  1.      Black   overlooks   that 

he  must  connect  at  P  2.     This  is  a 
common  error  of  novices. 

146.    J  14. 

148.    J  16. 

150.  K  15.  Black  tries  to  form 
another  living  group.  His  only 
chance  was  near  Qi4-Q_i6. 

152.    L  14. 

154.    K  14. 

156.    M  15. 

158.  G  16.  Black  again  adds  to 
a  hopeless  position. 

160.    H  17. 

162.  H  15.  Black  thinks  he  has 
the  necessary  "Me."  Two  of  them, 
however,  are  "Kageme." 

164.    J  18. 

166.    G  18. 


145. 

P2. 

147. 

K16. 

149. 

Ki7. 

151. 

L15. 

153. 

M  14, 

155. 

M13. 

157. 

L  16. 

159. 

G17. 

161. 

G15. 

163. 

H  18. 

165. 

J  *7- 

ILLUSTRATIVE  GAMES  109 

White  Black 

167.    H  16.     Takes,  "Ko."  168.    A  2.     Black  plays  this  cor- 

rectly. 

169.    A  5.  170.    H  17.     Takes,    "Ko." 

171.    H  19.  172.    K  18. 

173.    H  16.     Takes,  "Ko."  174.    L  18. 

175.    H  17.     "Ko    tsugu."  176.    M  17.     Black  has  a  chance 

to  make  some  territory  in  this  part 
of  the  board. 


177. 

Ol7. 

178. 

N16. 

179. 

Q.17. 

180. 

O15. 

181. 

P16. 

182. 

Q.15. 

183. 

P15. 

184. 

R17. 

185. 

R16. 

186. 

Q.18. 

187. 

P17. 

188. 

R15. 

189. 

S17. 

190. 

R13. 

191. 

S  14. 

192. 

P14. 

193. 

Sl5. 

194. 

O13. 

Black     should     live, 

although      he 

has      gained     little 

space. 

195. 

Nl4. 

196. 

P12. 

Black    should    have 

occupied  O  14. 

197. 

014. 

Black's    groups    are 

198. 

N18. 

now  se 

parated. 

199. 

O  18. 

200. 

P  18. 

201. 

R  18. 

Takes. 

202. 

O  12. 

203. 

N  12. 

204. 

E15. 

This  is  pure  waste. 

205. 

M  19. 

If  Black  had  played 

206. 

E17. 

here 

his       g 

roup       would       have 

lived. 

207. 

ei8. 

Takes. 

208. 

A  12. 

209. 

An. 

210. 

O16. 

Too  late;  this  group 

is  hope 

less  now. 

211. 

Q.11. 

212. 

Q.12. 

213. 

R  11. 

214. 

On. 

215. 

Oio. 

216. 

Q.2. 

no 


THE  GAME   OF  GO 


White 
217.    O  I.     Takes. 


219.    P4. 
221.    Q_5. 

223.  R4. 

225.  P  10. 

227.  F2. 

229.  G  1. 

231.  F3. 

233.    R  3. 

White  permits  Black  to  play 
again. 

White  permits  Black  to  play 
again. 

237.    L  19. 

White  permits  Black  to  play 
again. 

White  permits  Black  to  play 
again. 

White  permits  Black  to  play 
again. 

242.    S  19. 
244.    R  17. 


Black 

218.  M  1.  This  is  nonsense; 
Black  might  still  save  the  corner  by 
correct  play. 

220.    Qj. 

222.  M  2.  If  Black  played  at  S  5 
he  would  still  have  a  chance. 

224.    O5. 

226.    R  12. 

228.    F  1. 

230.    E  1. 

232.  C  1.  Black  wastes  one  of 
his  few  vacant  spaces. 

234.  N  19. 

235.  L  17. 

236.  J  19. 

238.  M  18. 

239.  P  19. 

240.  N  17. 

241.  R  19. 
243.    O  19. 


"Dame"  —  E  5  and  C  5.     White  wins  by  one  hundred 
and  ninety-seven  spaces  and  eighty-eight  stones. 


ILLUSTRATIVE   GAMES 


in 


VI 


Plate   1 8 

White.  —  Inouye  Inseki. 
Black.  —  Yasui  Shintetsu. 

Played  December,  1835.  No  handicaps  were  given. 
This  game  is  from  a  Japanese  work  called  "Kachi  Sei 
Kioku."  The  notes  are  taken  from  Korschelt,  and 
as  in  the  previous  instance  involve  the  repetition  of 
some  things  that  have  been  touched  on  in  the  preceding 
chapters. 


Black 

I.  R  16. 

3-  Q.3- 

5.    C4. 

7.  Q5.  This  may  be  the  best 
play  under  the  circumstances.  The 
secure  position  Q.3-Q.5  supports 
the  advance  posts  at  C  4  and  R  16 
in  equal  measure. 

9.    P16. 

II.  Q.15. 
13.  P15. 
15.  R  14. 
17.    Q.13. 


White 

2.   D  17. 
4.    P17. 

6.    C  14.     Just  as  good  as  D  15, 
which  we  already  know. 
8.    Q.14. 


10.   Qj6. 

12.    Q_i7. 

14.    R  15. 

16.    S  15. 

18.  N  17.  The  eighth  stone 
played  at  Q_  14  cannot  be  saved. 
If  White  attempts  to  save  it,  the 
following  would  be  the  continua- 
tion: 


112 


THE   GAME   OF   GO 


Black 


White 


19.  P  14.  Takes.  S  14  prob- 
ably would  have  been  better,  because 
it  would  have  retained  the  "Sente" 
for  Black;  that  is  to  say,  a  play  which 
the  opponent  is  compelled  to  an- 
swer, or  otherwise  sustain  too  great 
a  loss.  Had  Black  played  at  S  14, 
White  must  have  answered  at  S  16, 
in  order  not  to  lose  the  stones  at 
R  15-S  15,  and  also  the  corner, 
which  is  worth  about  fourteen  "  Me." 
To  White's  play  at  S  16  Black  would 
probably  have  answered  at  R  12 
and  thus  obtained  a  secure  posi- 
tion. 

21.    R  9. 

23.    J3- 


25.  C5. 
27.  C6. 
29.    C7. 


B. 


W. 

P14 

P13 

O13 

O12. 


O14 
P12 

N13 

O  1 1  etc. 
If  White  had  had  an  opportunity  of 
placing  a  stone  on  the  line  of  retreat 
at  say  E  3,  then  White  could  have 
saved  No.  8.  (This  has  already 
been  explained  in  defining  the 
Japanese  expression  "Shicho.") 
20.    S  16. 


22.    E3. 

24.  D  5.  This  is  analogous  to 
No.  8,  but  it  is  not  advanced  so  far 
because  Black  has  already  occupied 

J  3- 

26.  D6. 

28.  D7. 

30.  D8. 


ILLUSTRATIVE   GAMES 


IJ3 


ABCDEFGHJ  KLMNOPQRST 


ABCDEFGH.I  KLMNOPQRST 
@  PLAYED  AT  J  7®  AT  RIO©  AT  P12(K0)@AT  P13(K0)©  AT  P  12(K0) 
©ATP13(KO)®ATP12(K0)©AT  Q  14  @)  ATP13(K0)©AT  P12(K0) 
(g)AT  P13(K0)(g)  AT  P12  @)AT  S  ll(KO)®AT  S  12(kd)©AT  S  11 

Plate  i8 


ii4 


THE   GAME  OF  GO 


Black 


31.   C9. 


33. 
35. 
37. 
39. 
41. 


D3- 

C2. 

C3- 
F3- 
E4. 


Black  compels  White 
to  take  41,  in  order  to  make  good 
his  escape. 


43. 
45. 
47. 
49. 
51. 
53. 
55. 
57. 
59. 
61. 
63. 


G3- 
G4- 
G5- 

F6. 

J  2. 

H6. 

J  7- 
P4- 

Q.2. 

O5. 
0  6. 


"Sente." 


White 

32.  L  3.  White  has  established 
the  long  line  on  D  and  allowed 
Black  a  large  territory  in  order  to  be 
able  to  occupy  L  3.  If  he  had 
played  there  immediately  in  answer 
to  Black's  twenty-third  move,  then 
either  L  3  or  E  3  would  have  been 
in  great  danger. 

34.    D2. 

36.    D4. 

38.    L5. 

40.    F2. 

42.    E2. 


44. 

F4- 

46. 

F5- 

48. 

K2. 

50. 

E5. 

52. 

H7. 

54. 

G7. 

56. 

P3- 

58. 

o3- 

60. 

O4. 

62. 

N5. 

64. 

K7. 

Takes. 


65.    K  3.     "Sente."    White   must 


An  interesting  attack 
that  determines  the  course  of  the 
game  for  a  long  time.  65  J  8, 
would  mean  abandoning  the  po- 
sition on  G-J  (26  "Me"),  but  it 
would  give  an  opportunity  for  a  bold 
attack.  If  Black  played  65,  J  6, 
his  stones  would  scarcely  sur- 
vive. 

66.    L  2. 


ILLUSTRATIVE   GAMES 


ii5 


Black 

reply  to  it,  or  he  would  find  him- 
self without  the  necessary  "Me"  in 
that   group. 

67.    K6. 

69.   L6. 

71.  K  5.  Avoids  "Ko"  and 
nevertheless  assures  a  connection. 

73.    L  7. 


75. 

J  5- 

77. 

K8. 

79. 

O7. 

81. 

L9. 

83. 

0  8. 

85. 

Kn 

87.    Qjo. 

89.    R  11. 

91.    S  10.     Takes. 

93.  R  10.  Q.I2  would  probably 
have  been  better;  at  all  events  it 
would  have  been  surer,  because  it 
assures  the  connection  by  way  of 
Pn  after  White  has  taken.  If 
White  does  not  take,  but  plays  at 
P  11,  his  stones  on  the  edge  of  the 
board  will  die. 

95.    L  11. 

97.    L  14. 

99.    K  13. 

101.    K  14. 

103.    S  14. 

105.    T  15. 

107.    On.     It     is     certain     that 


White 


68.    J  8. 

70.    J  6.  Takes. 
72.    N6. 

74.  K  4.  Is  played  for  the  same 
reason  as  No.  66. 

76.    N7. 

78.    J  7. 

80.   N8. 

82.    J  10. 

84.    N  10. 

86.  R  10.  Now  the  effect  of  the 
mistake  at  move  19  begins  to  be 
apparent. 

88.    Q_n. 

90.    R  12. 

92.    S  11. 

94.  M  11.  This  move  separates 
P  14  from  K  n,  and  is  at  the  same 
time  "Sente"  as  regards  the  black 
stones  near  K,  because  if  Black 
does  not  answer,  these  stones  would 
be  cut  off  by  W-K  10.  Moves  Nos. 
98,  100,  and  102  isolate  the  black 
stones  in  the  neighborhood  of  P  14. 

96.    Q12. 

98.    L  13. 

100.    M  13. 

102.    M  14. 

104.    S  13. 

106.    N  15. 

108.    O  12. 


n6 


THE  GAME   OF   GO 


Black 

either  the  eight  black  stones  or  the 
five  white  stones  must  die,  and  on 
this  depends  the  result  of  the  game, 
because  it  would  make  a  difference 
of  about  40  "Me." 

109.    P  12. 

111.   O  13. 


White 


113. 

Oio. 

115. 

M16. 

117. 

T14. 

119. 

P12. 

"Ko." 

121. 

K12. 

123. 

R17. 

125. 

P12. 

"Ko." 

127. 

Pio. 

129. 

D16. 

131. 

P12. 

"Ko." 

133. 

Q.14. 

Connecting. 

135. 

S  18. 

137. 

P12. 

"Ko." 

139. 

L8. 

141. 

E17. 

143. 

C17. 

145. 

C15. 

147. 

E18. 

149. 

B15. 

151. 

E  16. 

153.  B  14. 
155.  B  13. 
157.    B  12. 


110. 

Pll. 

112. 

N12. 

114. 

P13. 

Takes,     "Ko." 

116. 

T  16. 

118. 

O  16. 

120. 

J  12. 

122. 

Pi3- 

"Ko." 

124. 

S17. 

126. 

R13. 

128. 

P13. 

"Ko." 

130. 

C16. 

132. 

T13. 

134. 

Pi3- 

"Ko." 

136. 

R  18. 

Takes. 

138. 

Kg. 

140. 

P*3- 

"Ko." 

142. 

P12. 

Connecting.      White 

would 

have  h 

ad   another  "Ko"   at 

M  10. 

144. 

D18. 

146. 

B  16. 

148. 

C18. 

150. 

D15. 

152. 

B  17. 

Takes.      The    series 

of  moves  from    143   to    152    should 

be    carefully 

noted,     as    they    fre- 

quentlj 

r  occur. 

154. 

C13. 

156. 

C12. 

158. 

Cu. 

ILLUSTRATIVE   GAMES  117 

Black  White 

159.    F  14.     "Sente."  160.    D  14. 

161.    B  11.  162.    C  10. 

163.    B  9.     Is  not  played  at  B  10  164.    D  9.     It    would    have    been 

in    order    to     retain     the     "Sente"  better  to  play  at  K  17. 
without  conceding  too  great  an  ad- 
vantage. 


165. 

K17. 

167. 

G13. 

169. 

G11. 

171. 

F15. 

173. 

E  n. 

175. 

G  12. 

177. 

Fu. 

179. 

Du. 

181. 

D  12. 

183. 

H17. 

185. 

J  i7. 

187. 

Fl3- 

189. 

G18. 

191. 

M  17. 

193. 

Pi. 

195. 

Q.I. 

197. 

N18. 

199. 

H5. 

201. 

M18, 

203. 

A  10. 

205. 

B  1. 

207. 

B2. 

209. 

Gio. 

211. 

T11. 

213. 

S  12. 

215. 

B8. 

Takes. 


166. 

H14. 

168. 

H13. 

170. 

G  14. 

172. 

J  11. 

174. 

F  12. 

176. 

E  12. 

178. 

E  10. 

180. 

Dio. 

182. 

H  16. 

184. 

G17. 

186. 

E13. 

188. 

G16. 

190. 

G6. 

192. 

P2. 

194. 

Oi. 

196. 

L4- 

198. 

G  2.     "Sente."       It  threat- 

ens  the 

:  three  black  stones  on  J  and 

K. 

200. 

O18. 

202. 

B  10. 

204. 

Ci. 

206. 

Di. 

208. 

F  10.     C  8    ought    to    have 

been  occupied  first. 

210. 

G9. 

212. 

T12. 

214. 

C8. 

216. 

Sn.     "Ko." 

n8  THE  GAME  OF  GO 

Black  White 

217.  T  10.  218.  E  19. 

219.  F  19.  220.  F  17. 

221.  F  18.  222.  M  15. 

223.  L  15.  224.  J  15. 

225.  N  16.  226.  O  17. 

227.  H  10.  228.  H  9. 

229.  K  10.  230.  J  9. 

231.  M6.  232.  O9. 

233.  P9.  234.  N9. 

235.  M  5.  236.  M  4. 

237.  O  19.  238.  P  19. 

239.  N  19.  240.  A  15. 

241.  A  14.  242.  A  16. 

243.  H  2.  244.  J  4. 

245.  L  12.  246.  M  12. 

247.  G  1.  248.  F  1. 

249.  H  r.  250.  K  16. 

251.  L  16.  252.  K  1. 

253.  S  12.  "Ko."                                    254.  C19. 

255.  S  11.  Connecting.                           256.  D  19. 

White  wins  by  seven  stones. 


VI 

*JOSEKI"  AND  OPENINGS 

From  the  earliest  times  the  Japanese  have  studied  the 
opening  of  the  game.  Especially  since  the  foundation  of 
the  Go  Academy  there  have  been  systematic  treatises  on 
this  subject,  and  for  keen  and  thorough  analysis,  these 
treatises  have  nothing  to  fear  from  a  comparison  with  the 
analogous  works  on  Chess  openings.  There  is,  however, 
a  difference  between  the  opening  of  the  game  in  Chess  and 
the  opening  in  Go,  because  in  the  latter  case  the  play  can 
commence  in  each  of  the  four  corners  successively,  and 
therefore,  instead  of  having  one  opening,  it  might  be  said 
that  there  are  four. 

The  Japanese  masters  usually  overcome  this  difficulty 
by  treating  a  corner  separately,  as  if  it  were  uninfluenced 
by  the  position  or  the  possibility  of  playing  in  the  adjacent 
corners,  and  in  their  treatises  they  have  indicated  where 
the  first  stones  in  such  an  isolated  corner  can  advantageously 
be  played.  These  stones  are  called  "  Joseki."  As  a  matter 
of  fact,  these  separate  analyses  or  "Joseki"  differ  slightly 
from  the  opening  of  the  game  as  actually  played,  because 
it  is  customary  in  opening  the  game  to  skip  from  one  corner 
to  another,  and  the  moment  a  few  stones  are  played  in  any 
corner  the  situation  in  the  adjacent  corners  is  thereby  influ- 
enced. It  is  due  to  this  fact  also  that  in  their  treatises  on 
the  "Joseki"  the  Japanese  writers  do  not  continue  the  analy- 

119 


120  THE   GAME   OF   GO 

sis  as  far  as  we  are  accustomed  to  in  our  works  on  Chess. 
While  this  method  of  studying  the  openings  persists  to  the 
present  time,  one  of  the  greatest  of  the  Japanese  masters,  Mu- 
rase  Shuho,  compiled  a  series  of  openings  which  correspond 
more  closely  to  our  Chess  openings;  that  is  to  say,  the  game 
is  commenced,  as  in  actual  play,  all  over  the  board,  and  is 
not  confined  to  the  study  of  one  corner  as  in  the  case  of  the 
conventional  "  Joseki."  Korschelt,  in  his  work  on  the  game, 
inserts  about  fifty  of  these  openings  by  Murase  Shuho,  with 
notes  that  were  prepared  by  the  Japanese  master  especially 
for  the  use  of  foreigners,  and  I  have  selected  a  few  of  these 
in  addition  to  the  collection  of  "Joseki"  which  we  will  first 
consider. 

The  work  from  which  my  "Joseki"  have  been  selected 
was  compiled  by  Inouye  Hoshin,  and  published  in  Novem- 
ber, 1905.  It  was  originally  written  for  the  "Nippon  Shim- 
bun,"  a  newspaper  published  in  Tokio.  Of  course,  the 
annotations  accompanying  these  "Joseki"  are  not  the 
original  ones  from  the  Japanese  text.  Many  of  the  things 
which  I  point  out  would  be  regarded  as  trite  and  obvious 
to  a  good  player,  and  my  annotations  are  intended  solely 
to  aid  beginners  in  understanding  some  of  the  reasons  for 
the  moves  given.  It  must  also  be  understood  that  the 
series  of  "Joseki"  which  I  have  inserted  falls  far  short  of 
completeness.  In  a  Japanese,  work  on  the  game  there 
would  be  at  least  five  times  as  many. 

Although  the  "Joseki"  have  been  studied  by  the  Jap- 
anese masters  from  the  earliest  times,  it  does  not  mean  that 
the  ordinary  player  in  Japan  is  familiar  with  them;  just  as 
in  this  country  we  find  a  majority  of  Chess  players  have  a 
very  limited   acquaintance  with  the  Chess  openings,  so  in 


"JOSEKI"   AND   OPENINGS  121 

Japan  many  players  attain  a  fair  degree  of  skill  without  a 
thorough  acquaintance  with  the  "Joseki."  It  would  cer- 
tainly very  greatly  aid  the  beginner  in  attaining  proficiency 
if  he  were  to  study  these  examples,  and  follow  them  as  nearly 
as  possible  in  actual  play. 

It  would  seem  to  us  that  in  compiling  a  work  on  "  Joseki, " 
or  openings,  we  would  commence  with  the  openings  where 
no  handicap  is  given,  and  later  study  those  where  there  were 
handicaps;  it  is  another  instance  of  the  divergent  way  in 
which  the  Japanese  do  things  that  they  do  just  the  opposite, 
and  commence  their  treatises  with  the  study  of  openings 
where  handicaps  are  given.  Inasmuch  as  this  is  a  book 
on  a  Japanese  subject,  I  shall  follow  their  example  and  shall 
commence  the  study  of  "  joseki"  in  games  where  Black  has 
a  handicap. 

As  we  have  already  seen,  the  handicap  stone  is  always 
placed  on  a  certain  fixed  point,  which  is  the  fourth  inter- 
section from  the  edge  of  the  board  in  each  direction,  and 
White  has  five  recognized  methods  of  playing  his  first  stone 
in  relation  to  such  handicap  stone.  These  are  called 
"Kogeima  kakari,"  "Ogeima  kakari,"  "Daidaigeima 
kakari,"  "Ikken  taka  kakari,"  "Nikken  taka  kakari." 
We  shall  take  up  examples  of  these  in  their  order. 

I 

Handicap 

Plate  19  (A) 

White  Black 

1.    R  14.     "Kogeima         kakari."  2.    N  17.     This  move  supports  the 

This  is  the  most  usual  move  for  at-       handicap    stone    and    also    gains    as 

tacking  the  corner.     The  purpose  of      much  ground  as  possible  for  Black. 


122 


THE   GAME   OF  GO 


White 

White's  first  move  is  to  lay  a  basis 
for  future  aggression;  he  cannot,  of 
course,  play  in  the  corner  immedi- 
ately, neither  can  he  play  nearer  the 
black    stone  with  advantage. 

3.  R  17.  This  is  a  direct  attack 
on  the  corner.  White  can  either 
connect  with  his  first  stone  or  form 
a  living  group  in  the  corner. 

5.  S  16.  White  threatens  to  con- 
nect. 

7.  S  17.  White  cannot  play  at 
R  15  at  this  time  because  he  would 
lose  the  stone  at  S  16. 

9.  P  18.  Since  White  cannot 
connect,  he  must  play  to  form  two 
"Me"  in  the  corner. 

11.  Q_i7-  White  makes  his  cor- 
ner as  large  as  possible.  This  move 
is  also  "Sente,"  because  it  threatens 
to  break  through   Black's  line. 

13.  S  14.  White  threatens  "Wa- 
tari,"  and  again  Black  must  reply 
at  once.     ("Sente.") 

15.  Q14.  To  confine  Black's 
group  and  prepare  for  territory  on 
the  right  side  of  the  board. 


Black 

Beginners  would  generally  find  O  17 
more  safe  and  conservative. 


4.    R  16.     Black  plays  to  prevent 
the  connection  of  the  white   stones. 


6.  S  15.  Black  breaks  the  con- 
nection by  this  move. 

8.  R  15.  Black  also  must  con- 
nect. Beginners  are  prone  to  neg- 
lect these  necessary  connecting 
moves. 

10.  P  17.  Black  plays  to  connect 
his  stones,  and  at  the  same  time  con- 
fines White  to  the  corner. 

12.  O  17.  Black  must  connect 
to  prevent  White's  escape. 


14.    T  14.     Prevents  "Watari." 


16.  P  15.  An  important  defen- 
sive move.  Otherwise  White  could 
almost  envelop  the  black  stones. 


Even  game.     White  has  a  small  territory  in  the  corner, 
but  Black  has  greater  possibility  of  expansion. 


"JOSEKI"   AND   OPENINGS 


123 


ABCDEFGHJ    KLMNOPQRST 

IS  « — 1 — 1 — r~r-i — 1 — 1 — 1 — 1 — 1 — 1 — 1 — 1 — 1 — 1 — 1 — 1 — 1  19 


18 
17 
16 
15 
14 
13 
12 
11 
10 


7 
6 
5 
4 
3 
2 
1 


fG^ 

| 

— fn4 

\(fc 

* 

_Jwi 

ft 

yy^ 

"l 

f 

yflJ/Vl 

k>®- 

_X 

y — 

(\ 

-#3 

t\ 

~^ 

A 

c 

14 

S^xj 

v 

—Q 

~is 

\) 

c 

\ 

D 

\ 

J 

-A 

f\ 

B 

9\t 

^ 

\j 

Kft 

^ 

v 

(* 

\i 

\)\J 

r> 

\c 

D 

^ 

-ci 

1^ 

18 
17 
16 
15 
14 
13 
12 
11 
10 


ABCDEFGHJ    KLMNOPQRS' 

Plate  19 


124 


THE   GAME   OF   GO 


II 

Handicap 

White  Black 

1.    R  14.  2.  N  17. 

3.    R  17.  4.  R  16. 

♦'5.    Q_i7-     In   place   of  trying  to  6.  P  16.     Black    prevents    White 

connect  as  before,  White  threatens  from  getting  out. 
to  extend  in  the  other  direction. 


7.  S  16.  Threatens  to  connect 
again. 

9.    S  17. 

11.  O  18.  White  again  must 
form  "Me"  in  the  corner. 

13.  N  18.  White  extends  as  far 
as  possible. 

15.  P  17.  White  must  look  out 
for  the  safety  of  the  stones  at  N  and 
O  18. 

17.  P  14.  To  prevent  Black's 
extension  and  form  a  basis  for  terri- 
tory on  right  side. 

19.   O  13. 


8.    S  15.     Black  stops  it  again. 

10.    R  15. 
12.    O  17. 

14.    M  18.     Black   stops   the   ad- 
vance. 

16.    M  17.      Black   must   connect. 


18.    O  14.     Black  extends  as  far 
as  he  can. 

20.    N  14. 


Again  White  has  the  corner  and  Black  has  better  oppor- 
tunities for  expansion. 

Ill 

Handicap 

Plate   19   (B) 


White 
1.    O3.  2.    R7. 

3.    Q_3-     This  variation  is  called  4.    R  3. 


Black 


"JOSEKI"  AND   OPENINGS 


J25 


White 

"  Kiri  Kaeshi."  This  move  does  not 
attack  the  cornet  so  aggressively  as 
the  preceding  examples. 

5.    R  4.     This  is  the  characteris- 
tic move  of  this  variation. 


Black 


6.  Q5.  This  is  an  important 
move  for  Black;  if  he  plays  else- 
where, he  will  get  a  bad  position. 

8.    S3. 


7.  R  2.  White  threatens  the 
black  stone.  If  Black  defends 
White  can  divide  the  corner. 

9.  P  2.  "Kaketsugu."  If  White 
does  not  make  this  move,  Black  will 
get  the  "Sente"  with  a  superior 
position. 

11.  S  1.  White  cannot  neglect 
this  move.  If  Black  were  allowed 
to  play  at  R  1,  he  would  get  the 
better  game. 

In  this  opening  the  corner  is  about  evenly  divided. 


IV 


10.  S  2.  Formerly  S  4  was  given 
as  Black's  move,  but  it  is  not  so  good, 
because  White  replies  at  R  8  with 
a  fine  attack. 

12.    R5. 


Handicap 


White 

1.   R  14. 

3.  P  14.  Preparing  for  "Kiri 
Kaeshi"  on  the  other  side  of  handi- 
cap stone. 


.5.    P16. 

7.    Q17.     "Kiri     Kaeshi."     The 
effect   of  this   move   is   generally  to 
divide  the  territory. 
9.    Q.18. 


Black 

2.   N  17. 

4.  R  11.  Called  "Tenuki."  Not 
necessarily  played  at  R  n.  The 
word  means  that  Black  "draws 
out"  and  plays  in  another  part  of 
the  board. 

6.    P  17. 

8.    R  17. 


10.    R  18. 


126 


THE  GAME  OF  GO 


White 


Black 


12. 

O17. 

14. 

Q.15. 

16. 

Rl5. 

18. 

S15. 

20. 

P15. 

11.  PI8. 

13.  R  16. 

15.  S  18. 

17.  S  16. 

19.  S  17. 

White  has  the  corner,  but  Black  has  better  chances  to 
make  territory  later. 

V 

Handicap 
Black  is  supposed  to  have  another  handicap  stone  at  D  4. 
Plate   19   (C) 


1.  C14. 


White 
"Kogeima." 


3.  H  17.  White  confines  Black's 
advances. 

5.  B  16.  White  plays  to  take  the 
corner. 

7.    C15. 

9.    C17. 
11.    H  15. 
13.    B  18. 
15.    B  17. 


Black 

2.  F  16.  "Ikken  taka  hiraki." 
This  "Joseki"  was  an  invention  of 
Murase  Shuho. 

4.  C  11.  Black  prepares  to  get 
territory  on  left  side  of  the  board. 

6.   D  14. 

8.  D  13.  Better  than  D  15,  as  it 
confines  White  more  effectively. 

10.    D  17. 

12.    C  16. 

14.    C  18. 

16.  C  13.  A  very  good  move;  it 
shuts  White  in  the  corner  and  assures 
Black  a  large  territory  on  the  left 
side  of  the  board. 


This  opening  might  be  continued  as  follows: 


"JOSEKI"   AND   OPENINGS 


127 


17.    D  18. 
19.   C  19. 


White 


Takes. 


18.    E  18. 
20.    D  7. 


Black 


17.   C6. 
19.    B  13. 
21.    B  14. 


18.  D  18. 
20.  B  12. 
22.   C8. 


VI 


Handicap 


$v 


pv 


Black  is  supposed  to  have  stones  at  O  4  and  04  a! 
these  are  called  "Shiki  ishi." 


so; 


1.   F3. 


White 

"Kogeima. 


3.    F  5.     White     must     get     out 
towards  the  middle  of  the  board. 


5.  D  6.  White  attacks  the  handi- 
cap  stone. 

7.    E2. 

9.    B6. 

11.  C  5.  C  7  would  be  good 
also. 


c 


Black 

2.  H  3.  By  this  move  Black  at 
once  attacks  the  white  stone  and 
also  prepares  to  connect  with  the 
stone  at  O  4. 

4.  L  3.  "Tenuki";  that  is,  it 
has  nothing  to  do  with  the  corner 
in  dispute;  Black  feels  he  has  an 
opportunity  to  take  territory.  It  is 
interesting  to  note  that  if  the  "Shiki 
ishi "  at  O  4  were  at  N  3,  then  Black 
would  play  No.  4  at  H  5. 

6.  D  2.  This  is  an  important 
defensive  move. 

8.    B  5.     Black  tries  to  escape. 

10.    C6. 

12.    C7. 


128 


THE  GAME  OF  GO 


White 
13.    B4. 

15.    C4. 

17.    B7. 

19.  E  6.  White  must  support 
stone  at  D  6. 

21.    A  4. 

23.    A  6.     Takes  two. 

25.  A  3.  The  corner  is  now  an 
example  of  "Semeai";  the  question 
is  which  side  can  kill  the  other  first. 

27.    A  2. 

29.    D  1. 


Black 
14.    D5. 
16.    C3. 
18.   C8. 

20.    A  5.     This  is  a  very  well  con- 
sidered move  for  Black. 
22.    B3. 
24.    B8. 
26.    B2. 


28.    B  1. 

30.  A  8.  If  Black  plays  at  C  1, 
the  corner  will  become  "Seki,"  as  it 
is,  the  white  group  is  dead. 


Black  has  much  the  best  of  this  variation. 


VII 
Handicap 
Black  is  supposed  to  have  a  handicap  stone  at  Q  4  also. 
Plate  19  (£>) 


White 


1.   F3. 


G4. 

E3- 
G5. 


9.    J  5.     White's   best   move. 
Black  has  the  better  position 


Black 

2.  F  4.  "Tsuke  te."  Again 
Black  takes  the  aggressive  from  the 
start. 

4.    F5. 

6.    D3. 

8.    G6. 

10.   D6. 


"JOSEKI"   AND   OPENINGS 


129 


VIII 

Handicap 

Plate  20  (A) 

White 

Black 

1.  017. 

"  Kogeima." 

2.  O  16. 

"Tsuke  te, 

3.    N16. 

4.  O  15. 

5.    Q.17. 

6.    P17. 

7.    P18. 

8.    P16. 

9.   N  18. 

10.    R  17. 

11.    Q.18. 

12.    N  15. 

13.   M  16. 

14.    R  10. 

Black  aba 

15.  R  16. 
17.  S  16. 
19.    S  17. 


at  R  17  in  order  to  get  territory; 
an  amateur  might  be  tempted  to 
play  No.  14  at  R  18,  but  in  that 
case  White  could  spoil  Black's 
chance  to  get  space  on  the  right 
side  of  the  board. 

16.    R  15. 

18.    S  15. 

20.    Pio. 


White  has  the  corner,  but  Black  has  practically  secured 
a  large  territory  on  the  right. 


IX 
Handicap 


White 


Black 


1.  R  14. 
3.    Q.13. 


2.    Q.14.     "Tsuke  te. 
4.    P14. 


130 


THE   GAME   OF   GO 


White  Black 

5.    O  17.     White  attacks  from  the  6.    R  15, 
other  side  also. 

7.    R  13.  8.    P18. 

9.   N  16.  10.    S  14. 

Black  has  the  corner.     White  has  a  chance  on  both  sides. 


X 

Handicap 


White 

I.  R  14.     "Kogeima." 
3.    Q.13. 

5.    O  17.     White  attacks  from  the 
other  side  as  before. 

7.    P17. 
9.    P  16. 

II.  R  15. 
13.  R  12. 
15.  S  12. 
17.  N  16. 
19.  M  17. 
21.  M  18. 
23.  M  16. 
25.    Q12. 


Black 
"Tsuke  te." 


2.    Q.14. 

4.    P  14. 

6.  O  16.  Black  responds  from 
the  outside  as  in  the  case  of  move 
No.  2. 

8.    Q.17. 

10.    R  13. 

12.    Q_i5. 

14.    S13. 

16.    N  17. 

18.   O  15. 

20.    N  18. 

22.    N  13. 

24.    T  13. 

26.    S  15. 


Black  has  the  corner  and  also  an  outlet  to  the  center. 
White  has  a  chance  to  form  territory  on  both  sides.  Black's 
position  is  preferable. 


"JOSEKI"   AND   OPENINGS 


l3l 


ABCDEFGHJ    KLMNOPQRST 


19 

18 

17 

16 

15 

14 

13 

12 

11 

10 

9 

8 

7 

6 

5 

4 

3 

2 

1 


X  |  XX  | 

(*C\      £%      r\\                    '           i  fl^f^vitfTilfl^ 

\DJ      %f       \oJ                          1      \  \}J%sW^2J^Xf^^ 
f\   '   ^1                                       i^r^i^'tf^/^^fc  ici     7 

v7  ,  w                         lyivj/UwW^vu/ 

-w-                                   ^\S%u       ^AJNJsr^ 

JvC                        A 

T^ 

^►,1 

Kn  <>  BH 

fn                                   ck)(k) 

,    UJ                                                       D       1^)S( 

Op    IS/  P\                              vr^^yj 

H!  i  ii    (\)               X  i 

-®®+0©®--  -^ — (i^-<3^-®a)<!Eh 

@  ^^©ffi®                  ^®w 

19 
18 
17 
16 
15 
14 
13 
12 
11 
10 


ABCDEFGHJ    KLMNOPQRST 
©(DIAGRAM  D)TENUKI 

Plate  20 


132 


THE   GAME   OF   GO 


XI 

Handicap 
Black  is  supposed  to  have  a  stone  at  D  4  also. 
Plate  20  (B) 


White 


1.   R6. 


3.  O  3.  White  attacks  the  right- 
hand  corner  from  both  sides. 

5.    Qj. 

7.  R  3.  This  is  a  direct  attack 
on  the  corner. 

9.    R  7.     White   must   connect. 
11.    Q.2. 


13.    R2. 

15.    M  3.     White  must  extend  his 
boundaries  or  his  stones  will  die. 


Black 

2.  K  3.  This  move  is  an  inven- 
tion of  Murase  Shuho;  it  would  not 
be  played  unless  Black  had  a  stone 
at  D  4.  Black's  intention  is  to  de- 
velop territory  in  either  corner  de- 
pending on  the  nature  of  White's 
attack. 

4.   Q.6. 

6.    P6. 

8.  R  5.  Black  must  play  here 
before  playing  at  Q.3.  It  also  gives 
Black  the  "Sente." 

10.   0.3. 

12.  S  2.  This  is  a  clever  move. 
Amateurs  would  be  tempted  to  plav 
at  P  2,  which  would  be  very  bad  for 
Black,  as  White  would  then  get  the 
entire   right   side. 

14.  S  3.  Secures  Black's  con- 
nection with  R  5. 

16.  K  5.  Black  plays  to  shut  in 
White  as  much  as  possible;  he  also 
supports  his  stone  at  D  4. 


Black  has  the  better  game. 


JOSEKI"  AND   OPENINGS 


*33 


White 


XII 
Handicap 

Plate  20  (C) 

Black 
2.   C15.     This 


1.    C  13.  "Ogeima  Kakari."  This  2.    U  15.      1  his      is     to      prevent 

is  another  method    of  commencing      White  from  playing  at  B  16. 
the  attack;  it   does  not   attack  the 
corner     so     directly,     but     it    gives 
White  a  better  chance  on  the  sides 
or  center. 

3.    G  17.     White  attacks  from  the 
other  side  in  the  same  way. 


5.  C  17.  This  is  a  "Sute  ishi" 
or  sacrificed  stone.  White  threatens 
to  connect  it  with  one  side  or  the 
other. 


4.  E  17.  Preventing  White  from 
entering  at  D  18;  this  secures  the 
corner  for  Black. 

6.    B16. 


The  game  is  about  even;  if  White  does  not  play  at  C  17 
on  the  fifth  move,  Black  gets  much  the  better  of  it. 


White 
1.    N  17.     "Ogeima 


XIII 
Handicap 


Kak; 


3.    R  14.     White  attacks  the  other 
side  with  "Kogeima." 


Black 


2.  P  17.  Preventing  the  entry 
at  Q.18. 

4.  S  15.  Very  important  move 
for  Black;  if  Black  makes  a  move 
elsewhere  at  this  point  ("Tenuki,") 
White  gets  much  the  better  of  it. 


134 


THE   GAME   OF   GO 


XIV 

Handicap 

Plate  20  (D) 


White  Black 

I.  C7.  2.   C5. 

3.    G  4.     "Nikken  taka  kakari."  4.    E  2.     A  very  important  move; 

This  is  another  method  of  attacking  if  Black  plays  "Tenuki,"  White  can 

from  the  other  side.  at  once  enter  the  corner. 

Suppose  Black  does  not  play  No.  4,  E  2,  but  plays  else- 
where, then  the  following  continuation  might  occur: 

White 

5.  D2. 
7.  E2. 
9.    G3. 

II.  G2. 
13.  C3. 
15.    B  3.  16.    D  b.     Black     must    get 

17.    B  6.     Threatening  "Watari." 
19.    H  1. 

21.    B  1.      By  means  of  this  move 
the  white  stones  in  the  corner  live. 

White  has  the  better  of  it. 


Black 

4. 

1  enuki. 

6. 

E3- 

8. 

F3- 

10. 

F2. 

12. 

Gi. 

14. 

B4- 

16. 

D6. 

Black     must 

towai 

d  the 

center. 

18. 

B5. 

20. 

F  1. 

XV 

Handicap 


White 
1.   N  17. 
3.    Q14.     This  is  another  method 


Black 
2.    P17. 
4.    O  15.      Black  plays  to  get  out 


JOSEKI"  AND  OPENINGS 


J35 


White 

of  attack,  called  "Ikken  taka  ka- 
kari";  it  does  not  give  White  a  base 
for  attacking  the  corner  immediately. 

5.  N  15.  White  also  plays  out 
toward  the  center,  otherwise  Black 
would  shut  him  in  at  M  16. 

7.    M  15. 


9.    Q.13. 

11.    R  11.     Beginners  might  play 
at  Q_I2;  this  is  always  bad  play. 
13.    L15. 


Black 

toward  the  center,  as  White's  third 
move  does  not  menace  the  corner. 

6.   N  14. 


8.  P  13.  Amateurs  might  play 
at  O  14;  the  text  move  protects  the 
connection  and  extends  also. 

10.    P12. 

12.    M  14. 

14.  S  15.  Protecting  the  corner 
against  the  white  stone   at  Q13. 


Even  game. 


White 


1.    M  17.       "Daidaigeima";    not 
so  much  used  as  the  other  attacks. 

3.    R  14.     "Kogeima."     White 
attacks  from  the  other  side. 

5.    P  16.     White      threatens      the 


XVI 

Handicap 

Plate  21    {A) 

Black 
2.    O  17.     Black  defends  the  cor- 


ner from  that  side. 

4.    S  16.      Black     again     prevents 
the  advance  into  the  corner. 

6.    P  15.      P  17     looks     like    the 


connection     between    the    handicap       obvious    defense,     but    this    would 

shut   Black  in  the  corner  and  give 
White  the  better  game. 


stone,  and  No.  2,  otherwise  Black 
would  play  at  R  12,  with  the  advan- 
tage. 

7.    P17.  8.    Q17. 

9.    O  16.  10.    P  18. 

11.    O  18.  12.    O  15. 


136 


THE   GAME   OF   GO 


White 

13.  N  16.  Much  better  than  im- 
mediately taking  the  single  black 
stone. 

15.  R  12.  Much  better  than 
R  13;  in  that  case  White  would  lose 
both  stones. 

17.    S13. 

Black  has  the  better  of  it. 


Black 

14.  Q13.  This  attacks  the 
white  stone  at  R  14;  it  also  defends 
the  connection  at  Q.15. 

16.    R13. 


18.    Q.14. 


H3- 
C6. 


5.   D6. 


7.  F6. 
9.  J  4. 
11.  G3. 


13.    J  3- 


XVII 

Handicap 


White 


Black 

2.    F3. 

4.  C  5.  This  is  an  alternative 
method  of  defending  the  corner. 

6.  F  5.  Black  plays  to  avoid 
being  shut  in  the  corner,  also  it  can 
be  demonstrated  if  he  neglects  this 
move  his  stones  will  be  killed. 

8.    H4. 

10.    H5. 

12.  F  2.  This  is  a  good  move. 
F  4  would  be  weak.  The  text  move 
defends  and  at  the  same  time 
threatens  White's  stones  on  line  3. 
F  4  would  give  White  a  chance  to 
play  elsewhere  ("Tenuki")  which 
is  a  great  advantage. 

14.  E  5.  Black  cannot  neglect 
this  move,  or  White  can  break  in 
with  a  winning  attack. 


Again  Black  has  the  better  of  it.     He  has  a  chance  to 


"JOSEKI"   AND   OPENINGS 


lV 


ABCDEFGHJ    KLMNOPQRST 

19  i — I — i — i — i — i — i — i — i — i — i — i — i — i — i — i — i — i — i  19 


18 

17 

16 

15 

14 

13 

12 

11 

10 

9 

8 

7 

6 

5 

4 

3 

2 

1 


I 

L 

T 

M.*W 

<h 

mk 

^s 

v 

— /fr 

V 

vl^ 

VjyvDy^P 

f. 

F\_ 

v  *\i/ 

*h^ 

r^i 

u 

\J^ 

T 

C 

/ 

^ 

T  (\ 

i)  i 

^17V- 

■*i  T 

\\ 

5^ 

T 

<h- 

T 

1) 

B 

Trl 

/^ 

h 

f\ 

V5^ 

T 

--C1 

•S 

T 

T\(( 

i\_ 

vJ 

f 

-©d 

T  ff 

<MsV- 

y 

^ 

< 

b- 

\ 

xfc 

i) — 

#1 

T 

ih 

1  ^ 

\JVD 

mk- 

c 

D- 

\ 

V 

fi 

V 

18 

17 

16 

15 

14 

13 

12 

11 

10 

9 

8 

7 

6 

5 

4 

3 

2 


ABCDEFGHJ    KLMNOPQRST 

Plate  21 


138 


THE   GAME   OF   GO 


play  at  J  i  on  the  next  move.  The  relation  of  this  stone 
to  the  stone  at  F  2  when  at  the  edge  of  the  board  is  called 
"Ozaru,"  or  the  "great  monkey,"  and  it  generally  gains 
about  eight  spaces.  This  is  also  shown  among  the  ex- 
amples of  end  positions. 

XVIII 


White 
1.   C8. 

3.    E  2.     This  is  another  method 
of  trying  to  get  in  the  corner 
5.    D3. 


7-    C3. 
9.    C4. 

11.  F2. 
13.  B4. 
15.    G4. 

Black  has  the  better  of  it. 


Handicap 

Black 

2. 

C6. 

;thod          4. 

D2. 

6. 

E3. 

This  is  the 

crucial  move 

of  thi 

is  variation;  if  Bl; 

ick  plays 

No. 

6  at 

C3,   1 

ie  gets  the 

corner, 

but 

White  gets 

the  better  ] 

game. 

8. 

C2. 

10. 

D5. 

12. 

B3- 

14. 

B2. 

16. 

E4- 

XIX 

Handicap 
Plate  21    (B) 


White 

1.  O  4.  "Ikken  taka  kakari." 
This  is  the  fourth  method  of  com- 
mencing the  attack. 


Black 


2.    Q_6.     This    is 
answer. 


Black's     best 


JOSEKI"   AND   OPENINGS 


'39 


White 


3.   R8. 


5. 

Q,IO. 

side. 

7. 

N5. 

9. 

M6. 

11. 

P3- 

13. 

0  8. 

15. 

S6. 

17. 

R5. 

19. 

R6. 

21. 

o3- 

Qio.     White  defends  on  one 


White   must  get   out. 


Black 

4.  P  J.  Black  intends  to  follow 
up  this  move  on  one  side  or  the  other, 
the  two  points  being  Q.O.  and  M  3. 
This  is  called  "Hibiku,"  or  "to 
echo." 

6.    M3. 

8.    M5. 


10. 

M4. 

12. 

0.3- 

14. 

L6. 

16. 

S5. 

18. 

s4. 

20. 

P4- 

22. 

S2. 

Black  prepares  to  form 


"Me"  in  the  corner. 


White  must  now  play  at  O  6  to  save  his  stones  on  the 
left  side. 

This  "Joseki"  is  very  much  spread  out;  it  is  difficult  to 
say  who  has  the  better  of  it. 


XX 


Handicap 


White 


1.   D  14. 

3.  C  15.  This  is  not  White's 
best  move;  it  is  done  to  confuse 
Black,  and  will  win  if  Black  does 
not  know  how  to  reply. 

5.    C13. 

7.    B15. 


Black 


2.  C  14.     Not  so  good  as  F  16. 
4.    D15. 


6.    B  14. 

8.    B  13.     D  13  would  be  bad. 


140 


THE   GAME   OF   GO 


White 

9.  C  17. 

11.  C18. 

13.  D13. 

15.  D  19. 

17.  B  16. 

19.  A  17. 

21.  C  19. 


A  16  would  not  do. 


23.    B  18.     White    plays    on    the 
only  point  to  save  the  corner. 
25.    D  12. 
27.    D  11. 

Black  has  the  better  game. 


Black 

10. 

D 

l7- 

12. 

C 

12. 

14. 

1) 

18. 

16. 

c 

16. 

18. 

A 

i5- 

20. 

E 

19. 

22. 

F 

18.    ' 

'Kak 

e  tsugu." 

Black 

must 

protect 

his    connection 

;    this 

situation 

arises 

;  freq 

uently. 

24. 

F 

J5- 

26. 

C 

11. 

28. 

C 

10. 

XXI 

Handicap 

Plate  21    (C) 

Black 
2.    F  16.     Black  has  a  variety  of 
moves    at    his    command;    the    text 
move  is  probably  best. 

4.    C  10.         Really        "Tenuki." 
Black  can  play  equally  well  at  C  7. 
6.    C  16. 
8.    B  17. 

Black  has  the  corner  and  White  has  commenced   to  en- 
velop his  stones.     The  following  continuation  might  occur: 

White  Black 

5.    F  18.  6.    D  18. 

7.    E  17.  8.    C  15. 

Black's  last  move  in  this  continuation  is  interesting,  be- 


White 

1.  D  13.  "Nikken  taka  ka- 
kari";  this  is  the  fifth  method  of 
opening  the  attack. 

3.    H  17. 

5.    B  16. 
7.    B  14. 


"JOSEKI"  AND   OPENINGS 


141 


cause  it  will  make  "  Kake  tsugu"  no  matter  which  way 
White  tries  to  break  through.  If  he  should  play  at  D  17, 
White  could  get  through  at  E  16. 


1.  N  16. 

3.   N  17. 
5.    O  15. 


7.   M  18. 
9.   M  15. 


White 


XXII 

Handicap 


11.    N  15.     White  must  connect. 
Black  has  the  better  of  it. 


Black 

2.  O  17.  This  is  an  alternative 
defense. 

4.    O  16. 

6.  N  18.  This  is  Black's  best 
move.  If  he  plays  at  P  15,  White 
replies  at  O  18  with  a  good  attack. 

8.    O  18. 

10.  N  14.  This  stone  will  be 
sacrificed,  but'while  White  is  killing 
it  Black  gets  advantage  elsewhere. 

12.    Q14. 


1.    G4. 


3.    D3. 


E4. 
D2. 
F4- 


White 


XXIII 
Handicap 


Black 


11.   C2. 


2.  D  7.  This  is  another  defen- 
sive move. 

4.  E  3.  This  is  better  than  C  3; 
in  that  case  Black  gets  the  worst  of  it. 

6.    C3. 

8.    E5. 

10.    C  4.     C  2  is  not  so  good. 

12.    B2. 


H2 


THE   GAME   OF   GO 


White 
13.    E  2.     White    must    look    out 
for  his  three  stones.      B  I  would  be 
a  bad  move. 


Black 
14.   Cio. 


The  corner  is  divided,  but  Black  has  better  prospects. 


XXIV 


Handicap 


White 


F3- 
C9. 


5.  C  5.  The  point  of  this  varia- 
tion is  to  show  that  White  can  strike 
in  on  this  move  and  yet  live. 

7.    C6. 

9.    B7. 

11.    B6. 

13.   D6. 

15.  E  7.  White  threatens  from 
the  outside. 

17.    B9. 


19.    A  8.       'Watari." 


Black 

2.   C7. 

4.  D  3.  Black's  three  stones  are 
now  called  "Ogeima  shimari"; 
they  are  supposed  to  be  a  strong 
formation    protecting   the   corner. 

6.    D5. 


8.    D7. 
10.    B8. 
12.   C8. 
14.    E6. 
16.    C4. 

18.  E  8.  Black  cannot  venture 
A  8,  as  his  four  stones  would  then 
die. 

20.    F7.     Takes. 


White  has  entered  the  corner  and   still  his  stones  will 


live. 


"JOSEKI"  AND   OPENINGS  143 

XXV 

Handicap 

Plate  21    (D) 

White  Black 

1.   C6.  2.   G3. 

3.    J  3.  4.    C4- 

5.    E  6.     Instead   of  entering  the  6.    G  5.     Black   tries   to    get    out 

corner,    White    attacks    from    both  toward   the   center;   this   move   also 

sides.  prevents  White  from  playing  at  E  3. 

7.    J  5.  8.    G7. 

9.    F  8.  10.   H  2. 

Black  has  a  good  game. 

We  now  come  to  the  "Joseki"  where  no  handicaps  are 
given.  In  such  cases,  of  course,  Black  has  the  first  move. 
The  first  stone  is  generally  played  on  an  intersection  adja- 
cent to  the  point  on  which  the  handicap  stone  is  placed  when 
given.  There  are,  therefore,  eight  intersections  on  which 
the  first  stone  might  be  played.  In  the  lower  left-hand 
corner,  for  instance,  these  would  be  C  3,  C  4,  C  5,  D  3,  D  5, 
E  3,  E  4,  E  5.  By  common  consent  C3  has  been  rejected 
as  disadvantageous  for  the  first  player,  because  the  territory 
obtained  thereby  is  too  small.  E  5  has  been  rejected  because 
it  allows  the  adversary  to  play  behind  it  and  take  the  corner. 
D  4,  or  the  handicap  point,  is  also  not  used.  The  other 
six  points  may  be  divided  into  duplicate  sets  of  three  each, 
and,  therefore,  there  are  only  three  well-recognized  methods 
of  playing  the  first  stone.  These  are:  in  the  lower  left-hand 
corner,  C  4  or  D  3,  the  most  usual  and  conservative,  which 
is  called  "Komoku,"  or  the  "little  'Me'";  E4  or  D5  which  is 


i44 


THE  GAME  OF  GO 


bolder,  called  "Takamoku,"  or  the  "high  'Me'";  and  E  3 
or  C  5  which  is  not  so  much  used  as  either  of  the  others, 
called  "Moku  hadzushi,"  or  the  "detached  'Me.'"  We  shall 
give  about  an  equal  number  of  examples  of  each  of  these 
methods  of  opening  the  game,  commencing,  as  is  customary 
in  the  Japanese  works,  with  "Takamoku." 


I 


No  Handicap 
Plate  22   (D) 


Black 


White 


1.    D  5.     "Takamoku."     This  is  2.    D  3.     This     is    White's     best 

the    most    aggressive    of   the    three  answer.     E  3   is   also  good.     C  3   is 

methods   of  opening.  bad. 

3.    C  3.      Black  plays  to  get  terri-  4.    C  2.     Best;   if  he   attempts  to 

tory   on   the   left;   he   attacks   from  cut  off  at  C  4  he  gets  a  bad  game, 
inside. 


5.    C  4.     Black  extends. 

7.    C  9.     Black  takes  territory  on 
left  side. 


6.  E  2.  Necessary  to  secure  the 
connection  at  D  2. 

8.  G  4.  White  takes  space  to 
the  right. 


Even  game. 


II 
No  Handicap 


Black 


White 


1.   Q.15. 
3.    P17. 
outside. 
6.    P16. 


"Takamoku." 

Black  attacks  from  the 


2.    Q.17. 
4.    P18. 

6.    O  17.     White  plays  to  get  ter- 
ritory on  one  side  or  the  other;  he 


"JOSEKI"   AND   OPENINGS 


H5 


Black 


White 


will   sacrifice  one  of  his  stones  on 
line  17. 
7.    O  18.     This  stone  is  intended  8.    N  18.     White  plays  to  secure 

as  a  sacrifice  to  aid  Black  in  getting      the  left-hand  side, 
the  corner.     It  is  better  than  Q18. 


9.    Q.18. 
corner. 
11.   R  17. 


Black  now  secures  the  10.    O  19.     Takes. 


13.    P  14.     This  is  also  important 


12.  O  16.  An  important  stone; 
it  is  played  to  secure  White  territory 
on  the  left,  also  to  aid  in  an  attack 
on  the  right-hand  side. 

14.    K  16.     White  returns  to  his 


as   it   extends    Black's  territory;  he      original   plan   and   secures   territory 
cannot  neglect  it.  to  the  left. 

Even  game. 

Suppose  Black  neglects  P  14  on  his  thirteenth  move,  we 
would  then  have  the  following  continuation: 


Black 

13.  "Tenuki." 

15.  Q14. 

17.  R13. 

19.  Q12. 

21.  R  11. 

23.  S  11. 

25.  R  14. 

27.  P  12. 

29.  R  10. 

31.  R  9. 


White 


14. 

P14. 

16. 

Q.I3- 

18. 

R  12. 

20. 

Pi3- 

22. 

S  12. 

24. 

S13. 

26. 

Q.11. 

28. 

S  10. 

30. 

Q.10. 

White  has  the  better  of  it. 


146 


THE   GAME   OF   GO 


III 


No  Handicap 
Plate  22   {A) 
Black 

I.  P  16.     "Takamoku." 
3.    Q_I4-     The    purpose    of    this 

move    is    to    confine    White    to    the 
corner. 

5.    O  17.     Black  prevents  this. 

7.    O  16. 

9.    R  13.     Black    stops    him. 

II.  Q.16.  If  Black  wishes 
"Tenuki,"  this  is  good,  otherwise 
S  13  would  be  better. 

13.  E  17.  "Tenuki,"  but,  never- 
theless, played  with  reference  to  the 
stones  on  line  O. 


White 


2. 

R16. 

4. 

Pl7. 

White 

tries 

to  g« 

;t  out 

on  th 

e  left. 

6. 

Q.17. 

8. 

R  14. 

White 

tries 

the 

other 

side. 

10. 

S  14. 

12. 

R17. 

Even  game.     White  has  the  corner,  but  Black  has  better 
possibilities. 

IV 


No  Handicap 


Black 

1. 

E16. 

"Takamoku." 

2. 

C16. 

3. 

D14. 

4. 

E17. 

5. 

D16. 

Black      threatens 

to 

6. 

D17. 

break  into  the  corner. 

7.    C  17    Black  repeats  his  threat; 
in  reality  it  is  a  sacrificed  stone. 


8.    B  17. 


White 


JOSEKI"   AND   OPENINGS 


H7 


ABCDEFGHJ    KLMNOPQRST 


19 
18 
17 
16 
15 
14 
13 
12 
11 
10 


— (1 

, 

J 

V 

fc^AYi. 

K/ITY^ 

D^ 

y*3 

1  ^  A/1 

J^fj*^1 

tk 

|7* 

jj/f^ 

/^ 

■ 

A 

k/QVf 

^r 

fv- 

U 

A 

jjvr 

\ 

%/ 

sv__, 

r 

\ 

x 

; 

D 

K 

h 

JJ 

g 

Cs 

^) 

I  ^ 

— (A^— 

n 

^ 

l^ 

s~t 

VJ 

d 

»^ 

— MlY- 

\L 

ty 

VI 

V- 

VO/ 

19 
18 
17 
16 
15 
14 
13 
12 
11 
10 


ABCDEFGHJ    KLMNOPQRST 

Plate  22 


i48 


THE   GAME   OF   GO 


White 
10.    B  1 8.     White  must  play  here 
to  save  his  stones. 

12.  B  1 6. 
14.  D  18. 
16.    C  19.     Takes  two. 


Black 

9.  C  18.  This  stone  may  be  lost, 
but  it  aids  Black  in  attacking  from 
the  outside. 

11.    C15. 

13.    F  17. 

15.    E  18. 

17.    G  16. 

This  is  an  old  "Joseki"  which  used  to  be  popular;  it 
fell  into  disuse  and  was  revived  by  Murase  Shuho.  It  is 
good  enough  for  White  if  he  has  an  outlying  stone  or  two 
in  the  neighborhood,  otherwise  it  is  bad  play  for  White. 

V 

No  Handicap 

The  following  stones  are  supposed  to  be  on  the  board: 
Black,  Q  13,  R  13,  R  15;   White,  Q  14,  P  16,  Q  17. 


Black 


White 


1.    Q5.     Black      plays      "Taka-  2.    R  3.     White  plans  to  prevent 

moku,"    thinking    to    connect   with       Black's  connection  and  reduce  the 


stones  on  line  13. 

3.  P  3.  Thts  is  an  error;  if  Black 
wishes  to  frustrate  White's  plan,  R  4 
is  the  correct  play. 

5.    P4. 

7.    R6. 

9.    R7. 

11.   R8. 


13.   R9. 
15.   Q.6. 


Black  territory. 
4.    Q.4. 


6.    R5. 

8.    S6. 

10.    S7. 

12.  S  8.  White  has  now  made  a 
formidable  attack  on  the  Black  ter- 
ritory. 

14.  P  5.  If  Black  gets  this  point, 
his  line  would  be  too  strong. 

16.    Q2.     Important;  not  merely 


"JOSEKI"   AND   OPENINGS  149 

Black  White 

to  attack  Black  on  line  P,  but  it 
prevents  Black  from  coming  to  R  2, 
which  would  mean  io  "Me";  it 
also  prepares  for  O  2. 

White  has  the  better  of  it. 

Variation  commencing  at  White's  sixteenth  move: 

Black  White 

16.    O  5.     Not  so  good  as  No.  16, 

Q.2. 

17.    R  2.  18.    S  2. 

19.    Q_z.  20.    S  4.    White  secures  the  neces- 

sary two  "Me." 
21.    M3. 

Black  now  has  secured  territory  at  the  bottom  of  the 
board  and  confined  White  to  the  corner  with  the  better 
game. 

VI 

No  Handicap 

Plate  22  (B) 
Black  White 

1.   Q.5.  2.   Q.3. 

3.    O4.  4.    R5. 

5.    R  6.  6.    R  4. 

7.    S6.  8.    O2. 
9.    "Tenuki"   at  Q.15. 

White  has  the  corner;  Black  can  afford  "Tenuki"  at 
move  nine  because  if  White  cuts  at  Q  6  Black  can  still  get  a 
good  game.  In  fact  Q  15  indirectly  defends  the  connec- 
tion at  Q  6. 


I5° 


THE  GAME  OF  GO 


VII 

No  Handicap 
Plate  22   (C) 
Black 
1.   D  15.  2.    D  17. 

3.    G  16.      Old    "Joseki,"    origi-  4.    C  15. 

nated  by  KonnoGenkoin  the  Middle 
Ages. 

6.  D  16. 
8.  C18. 
10.  D  18. 
12.  C14. 
14.  C13. 
16.  B  19. 
18.  B13. 
20.   G  18. 


5. 

Ci 

6. 

7. 

Cl 

7- 

9. 

Bi 

8. 

11. 

B 

15- 

13. 

B 

14- 

15. 

E 

15- 

17. 

B 

17- 

19. 

A 

16. 

"Me. 

" 

21. 

H 

18. 

23. 

H 

17- 

25. 

F 

15- 

27. 

G 

15- 

This  gives  Black  two 


22. 
24. 
26. 
28. 


G17. 
F16. 

E16. 
F18. 


defense. 


29.    C  10. 
Black  has  the  better  of  it. 


White 


Important    move    for 


VIII 

No  Handicap 

Plate  23    (A) 


Black 

1.    P  17.     "Moku  hadzushi";  not 
so  much  used  as  the  other  two  open- 


White 

2.    Q15.     This  is  called  "Taka- 
moku  kakari";  it  is  one  of  the  two 


"JOSEKI"   AND   OPENINGS 


!5i 


ABCDEFGHJ  KLMNOPQRST 

19  i — i — i — i — i — i   i   i — i — i — i — i — i — i — i — i — i — i — i  19 


18 
17 
16 
15 
14 
13 
12 
11 
10 


1 


J 

% 

4* 

> 

1 

w 

,  tf 

e 

^ 

|/n/c 

[\_ 

$ 

¥ 

(\ 

L  ™ 

P\| 

A 

m 

7? 

[P 

A: 

r 

C 

ft 

i>- 

*J 

n 

^ 

rv 

t 

h 

u 

U 

i 

(t 

C\J 

VJ 

IS 

—d 

(^ 

pi 

d 

LX5 

h 

tj% 

\\ 

Vy 

J\X 

^ 

18 
17 
16 
15 
14 
13 
12 
11 
10 


ABCDEFGHJ    KLMNOPQRST 

Plate  23 


!52 


THE  GAME  OF   GO 


Black 


White 


ings.     It  is  more  conservative  than  general     methods     of    replying     to 

"Takamoku."  "Moku  hadzushi." 

3.    R  16.     Black   plays  to   secure  4.    R  15. 
the  corner. 

5.    S  16.     The  corner  is  now  safe.  6.    Rn.     S  15    would    be    good 

also. 

Even  game. 


IX 


No  Handicap 


Black 

1.    R  15.     "Moku  hadzushi." 

3.  P  15.  Black  plays  to  confine 
White. 

5.  P  14.  Necessary  to  prevent 
White  breaking  in. 

7.    R  16. 


9.  R  10. 

11.  S  17. 

13.  R  18. 

15.  S  16. 


White 

2.   P  16. 
4.   O  15. 

6.  Q16.  White  plays  to  get  the 
corner. 

8.  N  16.  Very  important;  if 
neglected,  Black  gets  the  corner, 
and  also  destroys  White's  adjacent 
territory. 

10.    R  17. 

12.    S  18. 

14.    Q17. 

16.    K  17. 


The  corner  is  evenly  divided,  and   neither  side  has  an 
advantage. 


"JOSEKI"  AND   OPENINGS 


l53 


X 

No  Handicap 


Black 


White 


1.  PI7. 

2.    Q_I5-     "Takamoku     kakari." 

3.    P15. 

4.    P  16.     This  is  an  invention  of 
Murase  Shuho. 

5.    O  16. 

Black 

cannot   play 

at 

6.    Q16. 

Q_i6    without    getting 

a 

very    b 

ad 

position. 
7.    Q.17. 
9.    R  18. 

8.    R  17. 
10.    S  16. 

11.   S  18. 

12.    O  17. 

13.    N17. 

14.    O18. 

15.    P18. 

16.    N  18.     This  and  the  two  pre- 

17.    M  17. 

Black  cannot  neglect 

18. 

O15 

this  move. 

19.    N  16. 

20. 

P14. 

21.    K17. 

Defensive;  Black  loses 

22. 

R  10, 

the  "  Sente.' 

ceding  stones  are  sacrificed;  Black 
naturally  expects  White  to  cut  at 
O  15.  The  text  move  is  a  brilliant 
invention  of  Murase  Shuho. 


Takes. 


White  has  much  the  better  game. 


XI 

No  Handicap 

Plate  23   (B) 

Black 

White 

1.  p3. 

"  Moku  hadzushi."                  2.    Q  5- 

"Takamoku  kakari." 

3.    P5. 

4.    P4. 

154 


THE   GAME   OF   GO 


Black 


White 


5.    Q_4.    This  is  not  a  good  move 

6. 

O4. 

for    Black    and    will    result    in    his 

getting  a  confined  position. 

7.    R5. 

8. 

Q.6. 

9.    R4. 

10. 

OS- 

11.    P2. 

12. 

O2. 

13.    R  6. 

14. 

Q.7- 

15.    S  8.      Black    cannot    play    at 

16. 

E3. 

R  8,  as  White  would  cut  at  R  7. 

White  has  the  better  position. 


XII 


1.  C15. 


3.    F17. 
both  sides. 


No  Handicap 
Plate  23  (C) 


Black 


White 


Black     attacks     from 


2.  D  17.  "Komoku  kakari." 
This  is  the  alternative  method  of 
defense  to  this  opening. 

4.  E  17.  This  is  the  crucial 
move.  White  plays  thus  first  to 
get  a  strong  position  on  line  17,  also 
to  prepare  for  getting  out  at  D  15. 
Two  connected  stones  always  form 
a  strong  base. 


5.   G  16. 

6. 

D15. 

7.    D  14. 

8. 

E15. 

9.    B  16.     Black  now  invades  the 

10. 

B17. 

corner;   he  wishes   to   occupy   C  17, 

an  important  point. 

11.    C  17. 

12. 

C18. 

13.    C  16. 

14. 

B18. 

"JOSEKI"   AND   OPENINGS 


155 


White 


Black 

15.    E  18.  16.  D  18. 

17.   G  14.  18.  F  14. 

19.    D  13.     Guarding  the  connec-  20.  G  13. 
tion  at  C  14. 

21.    H  14.  22.  F  12. 

Black  has  the  better  position.     This  is  an  old  "Joseki." 
It  is  not  much  liked  at  the  present  time. 


XIII 
No  Handicap 


Black 

1.   C15. 

3.  F  16.  This  is  a  variation; 
the  intention  is  to  confine  White  to 
the  margin. 

5.  E  15.  This  is  to  prevent 
White  from  coming  to  D  15. 

7.    H  16. 

9.    G  16. 

Even  game. 


D17. 
E17. 


White 


6.   G  17. 

8.    H  18.     This  is  a  correct  move. 
H  17  would  be  inferior. 
10.    K17. 


XIV 

No  Handicap 

Plate  23   (D) 


Black 

1.  c5. 

2. 

D3 

3.    F4. 

4. 

E3- 

5.    C3. 

This  is  unusual; 

E  5   is 

6. 

C2 

ie  customary  move. 

White 


156 


THE  GAME  OF  GO 


Black 


7.  C4- 

9.  Ba. 

11.  E5. 

13.  G5. 


8.  G3. 

10.  Gf 

12.  D2. 

14.  J  4. 


Even  game;  the  corner  is  divided. 


White 


XV 


No  Handicap 


Plate  24   {A) 


Black 


1.  R  16.  This  move,  called 
"Komoku"  is  the  most  frequently 
used  opening  when  there  are  no 
handicaps;  it  is  also  the  safest  for 
the  weaker  player. 

3.  N  17.  This  move  is  called 
"Ikken  basami";  this  is  the  most 
usual  way  of  continuing:  it  gives 
Black  an  attack  at  once. 

5.    S  17. 

7.  R  15.  Black  must  extend; 
R  18  would  be  bad. 

9.    Q.13. 


White 
P  17.     White's  best  reply. 


4.    R  17.     White  plays  to  get  the 
corner. 


6.   Q_i6. 

8.  R  18.  White  must  do  the 
same;  he  cannot  play  at  S  18. 

10.  S  18.  White  cannot  neglect 
this  move  after  Black  plays  at  Q.13; 
if  Black  had  played  at  R  12,  White 
could  have  played  elsewhere. 


Black  has  the  better  position. 


"JOSEKI"  AND   OPENINGS 


157 


ABCDEFGHJ  KLMNOPQRST 

19  1 — 1 — 1 — 1 — 1 — 1 — 1 — 1 — 1 — 1 — 1 — 1 — 1 — 1 — 1 — 1 — 1 — 1 — 1  19 


18 
17 
16 
15 
14 
13 
12 
11 
10 


C\ 

<Yl 

s> 

4 

L 

(\ 

I) 

g\ 

<i 

% 

w 

\ 

L< 

V 

X 

(J 

-®- 

(\ 

M 

f^ 

kj 

vi 

V 

A 

-<« 

c 

•\ 

O 

1) 

K 

s 

^ 

_4 

\ 

X 

9 

+ 

fttf 

r 

>  4 

A   1 

fi\^' 

(\i 

D- 

B 

R 

(c 

y\d\£Tk 

ft 

^ 
h 

b 

u 

u 

r^ 

\ 

M 

-Q 

v% 

d 

\_ 

[£} 

y  ™ 

Dd 

J}- 

% 

9 

(j 

18 
17 
16 
15 
14 
13 
12 
11 
10 


2 
1 


ABCDEFGHJ    KLMNOPQRST 

Plate  24 


i58 


THE   GAME   OF   GO 


XVI 

No  Handicap 


Black 


White 


1. 

Q.I7. 

"Komoku." 

2.    R15. 

3. 

R13. 

"Ikken     basami." 

4.    Q13.     This  time  White  does 
not  try  for  the  corner,  but  attacks 
the  black  stone  at  R  13. 

5. 

Q.I2. 

6.    Q.14. 

7. 

N17. 

Black     abandons 

the 

8.    R  12. 

stone  at  R  13  in  order  to  get  greater 
territory;  if  he  defends  it  at  R  11, 
White  plays  at  N  17  with  a  better 
game. 

9.   R  11.  10. 

11.    Q_u.     S  11  would  be  bad.  12. 

13.    R  16.  14. 

Black  has  the  better  position. 


S  12. 
S13. 
S15. 


XVII 

No  Handicap 


Black 

1.   D3. 

"Komoku." 

3.    C7. 

5.    D5. 

Black       connects 

stones  and 

shuts  White  in. 

7.    E4. 

9.    D6. 

11.    E2. 

13.    E3. 

White 

2.    C5. 

4.    H  3.     White    in    turn    attacks 
the  black   stone  at  D  3;  G3  would 
be  too  near, 
his  6.    D4. 

8.  C4. 

10.  C3. 

12.  Da. 

14.  L  3.     White    can     afford     to 


"JOSEKI"  AND  OPENINGS  159 

Black  White 

play  for  a  greater  space,  as  his 
stones  in  the  corner  will  live  even 
if  he  loses  the  stone  at  D  2. 

15.    B6.  16.    B5. 

17.    C2.  18.    B2. 

19.    D  1.     Takes.  20.    B  1. 

Even  game. 


XVIII 
No  Handicap 

Plate  24   (B) 
Black  White 


1.    R  4.     "  Komoku." 

2. 

P3- 

3.    M  3.    "Nikken  basami."  This 

4. 

0.5- 

White  plays  to  get  out 

is     the     second     variation     in     this 

towai 

rd  the  center. 

opening. 

5.    R  5. 

6. 

Q.6. 

7.    R  7. 

8. 

R6. 

9.    S6. 

10. 

S7. 

"Sute    ishi." 

11.   S8. 

12. 

0.7- 

13.    R  8.     It  would   be  bad  play 

14. 

S5. 

to  take  immediately. 

15.    T  7.     Takes. 

16. 

Rs- 

17.    S4. 

18. 

S3- 

This  move  is  made  to 

secure  "Me 

"  in  the  corner. 

19.    Q.4. 

20. 

P4- 

The  game  is  about  even. 


i6o 


THE  GAME  OF  GO 


XIX 

No  Handicap 


Black 


White 


1. 

c4. 

"  Komoku." 

2.    E3. 

3. 

H3- 

"Nikken  basami." 

4.    D5. 

at  C  4. 

White  attacks  the  stone 

5. 

D4- 

6.    E4. 

7. 

E5. 

This   is   a   bad   move 

if 

8.    D6. 

White    replies    correctly,    otherwise 
Black  gets  the  better  of  it. 
9.    F5. 


11.    B6.     Black       defends 
threatened   position. 
13.    F7. 
15.    B2. 


his 


10.  D  2.  This  is  an  important 
move;  it  attacks  the  black  stones 
on  line  4  and  also  prepares  for 
White  to  extend  at  G  4.  C  2 
would  be  bad,  as  Black  would  play 
at  F  4. 

12.    G4. 

14.    D  8.     White  must  extend. 
16.    H4. 


Black's  third  stone  at  H  3  is  now  called  "  Uke  ishi,"  or 
a  "  floating  stone."     White  has  the  better  position. 


Black 


XX 

No  Handicap 
Plate  24  (C) 


1.    D  17.     "Komoku." 

3.    C  12.     "Nikken  basami." 

5.   D  11. 


White 


2.    C15. 

4.    D  12.     White  attacks  the  stone 
at  C  12  in  this  variation. 
6.    C13. 


"JOSEKI"  AND   OPENINGS 


161 


Black 


7.   Cn. 


9.   E  16. 

11.  C  16.  The  old  book  move 
was  E  15,  but  this  gave  "Tenuki" 
to    White. 


Even  game. 


White 

8.    G  17.     White  attacks  the  other 
black  stone. 
10.    F15. 
12.    E15. 


XXI 


No  Handicap 

Black  White 

I.  C4.     "Komoku."  2.    E3. 

3.    J  3.     "Sangen  basami."    This  4.    R  4.     White   takes    advantage 

move  attacks  the  white  stone  but  not       of  his  opportunity  and  plays  in  an- 
so   directly   as  the   preceding  varia-       oth 
tion.     It  is  the  invention  of  Honinbo 
Dosaku. 

5.    Dj. 

7.    B6. 

9.  M  3.  It  will  be  seen  in  this 
variation  that  the  stones  are  played 
farther  apart  than  in  the  preceding 
"  Joseki." 

II.  H2. 
13.    D  8.     This   is   an    important 

move  for  Black. 
15.    M5. 


her 

corner, 

6. 

E4- 

8. 

J  5- 

10. 

H3- 

17.    L  3.     If    Black     defends     at 
M  4,  White  replies  at  K  2. 


12.    H4. 
14.    O3. 

16.  L  4.  "Nozoku."  It  threat- 
ens Black's  connection  on  lines  M 
and  3. 

18.    G2. 


162 


THE   GAME   OF   GO 


Black 


White 


19.   J  2.  20.   L  5. 

21.    Mf  22.    P5. 

This  "Joseki"  really  deals  with  two  corners. 

XXII 
No  Handicap 


Plate 

24  (D) 

Black 

White 

1.    D  3.     "  Komoku." 

2.  c5. 

3.    C  9.     "Sangen  basami." 

4.  c3. 

5.    C2. 

6.    D4. 

7.    E3. 

8.    B3. 

9.    E  4.      Preparatory  to   11   at  C 

10.    D6. 

A     good     move.     E  5 

;;  generally  No.  9  is  played  at  H  3. 

would  be  bad,  because  Black  would 

reply  at  D  6  with  a  better  game. 

11.    C  15.     (Not  in  diagram.) 


We  will  now  insert  ten  examples  of  openings,  as  dis- 
tinguished from  "  Joseki."  As  already  stated,  these  are  by 
Murase  Shuho.  In  these  examples  Black  is  supposed  to 
make  the  best  possible  moves,  and  therefore  White  always 
finds  himself  at  a  disadvantage. 

I 

Plate  25 
Black  has  a  handicap  of  four  stones. 

White  Black 

1.    R  14. 


3.    Q.13. 


2.    Q_i4. 

4.    P  14. 


"JOSEKI"   AND   OPENINGS 


163 


ABCDEFGHJ  KLMNOPQRST 


19 

18 

17 

16 

15 

14 

13 

12 

11 

10 

9 

8 

7 

6 

5 

4 

3 

2 

1 


1Y5 

T\tf! 

"Vyfeu- 

IAai/tmpvs 

f 

P~ 

fa 

d 

fc 

fi 

r 

-41 

~M 

lU 

— 

% 

¥ 

vb 

^•y  wvv 

9®<2> 

M 

>o  1 

(\ 

p- 

-{pc 

rvi^— 

2 

lAl 

-3 

ft 

- 

(I 

h 

WVm 

V 

u 

V 

»^ 

d 

^~ 

0 

^ 

3 

(* 

^ 

9 

6 

ft- 

-d 

i\_ 

(a 

(a 

*%tf\ 

^ 

^ 

v)i/ 

~{^rj 

J)* 

is* 

}\ 

WW 

ti 

to 

3> 

J)#© 

$ 

S^v 

m 

7s! 

/* 

ryffYiftY/n^ 

\) 

vi 

19 

18 

17 

16 

15 

14 

13 

12 

11 

10 

9 

8 

7 

6 

5 

4 

3 


ABCDEFGHJ    KLMNOPQRST 

Plate  25 


9. 

Pl3. 

11. 

Q.15. 

13. 

R13. 

15. 

N13. 

164  THE  GAME  OF  GO 

White  Black 

5.   R  15.  6.    R  16. 

7.    O  3.  8.    R  10.     Formerly     in     such     a 

case   as   this   Black   played   at   R  7. 
This  move  replied  to  White's  move 
at  O  3  and  at  the  same  time  from  a 
distance  attacked  White's  stones  at 
R  14  and  R  15.     It  is  better  to  con- 
fine the  last  two  stones  by  the  text 
move. 
10.    R  12. 
12.    P  15. 
14.    P16. 

16.    P  10.     This    move    is    better 
than  R  7. 
17.    R  3.  18.    R  4.     This     move    is    better 

than  Q_3,  which  although  it  cuts  off 
O  3   and    R  3   would    leave    Black's 
stone  at  R  10  weak. 
19.    Qj.  20.    P4. 

21.    P3.  22.    N5. 

23.    L  17.  24.    G  17. 

25.   O  17.  26.   N  16. 

27.    P  18.  28.    Q18.     Black   is   quite   satis- 

fied  to   have   merely   the    necessary 
two  "Me"  in  this  corner,  because  he 
has  a  much  larger  territory  to  the 
left. 
29.    J  17.  30.    C  10. 

31.    Q6.  32.    O4. 

33.    M4.     This    move    is    better  34.    O  8. 

than  O  7  because  Black  could  fol- 
low at  N  3  in  that  case.  Q_6  is  a 
"Sute  ishi"  or  sacrificed  stone.  It 
has  the  effect  of  forcing  Black  to 
play  34  O  8,  and  later  on  will  help 


"JOSEKI"  AND  OPENINGS 


165 


White 

still  further  to  narrow  down  Black's 
territory.  At  the  same  time  every 
attack  on  the  Black  position  from 
the  outside  would  be  made  more 
effective  by  the  presence  of  this 
stone.  Possibly  it  could  also  be 
used  later  in  "Ko."  Black  makes 
his  36th,  38th  and  40th  moves  in 
order  to  secure  his  position  which 
is  weakened  by  the  presence  of  the 
white  stone  at  Q6. 

35.    F3. 

37.    L4. 

39.    K5. 

41-  J  5- 

43.  G4. 

45.  F5. 

47.  G3. 

49.  R  18.     Beginners  would  play 
at  S  16  or  Q.17. 

51.  O  18. 


Black 


36. 

M5. 

38. 

L5- 

40. 

K6. 

42. 

F4- 

44. 

E3- 

46. 

E4. 

48. 

D7. 

50. 

P17 

52.    Q_i9. 


II 

Plate  26 


Black  h 

as 

a  handier 

IP 

of  foil 

r  stones. 

White 

1.  R  14. 

2.    Q14. 

3.  Q.13. 

4.    P  14. 

5.    R15. 

6.    R  16. 

7.    R  10. 

8.    K17. 

9.    O3. 

10.   G3. 

11.   H  17. 

12.   F  17. 

13.   M  17. 

14.    O17. 

Black 


1 66  THE   GAME   OF   GO 

White 


15. 

Oi8. 

17. 

K  18. 

19. 

Li7. 

21. 

Ki6. 

23. 

Ji6. 

25. 

M  18. 

27. 

o4. 

29. 

J  3- 

31. 

C6. 

33. 

C8. 

35. 

F7- 

37. 

Cl2. 

39. 

D8. 

41. 

E  12. 

43. 

F8. 

45. 

H7. 

47. 

C  14. 

49. 

M  15 

51. 

K7. 

53. 

L3- 

Black 

16. 

P17. 

18. 

L18. 

20. 

J  18. 

22. 

J  17- 

24. 

H  18. 

26. 

IJ3- 

28. 

Q.6. 

This     move     has     the 

same 

effect  as  R  6. 

30. 

C  10. 

32. 

c4- 

34. 

E  10. 

36. 

G5. 

38. 

D7. 

40. 

Cn. 

This  move  is  very  im- 

portant     because     it     prevents     the 

stone 

at  C] 

[2   from  making  a  con- 

nection  with  that  at  C  8. 

42. 

F9. 

44. 

Hg. 

46. 

H  12. 

48. 

KlQ. 

50. 

J  5- 

52. 

K9. 

54. 

R8. 

III 

Plate  27 
Black  has  a  handicap  of  three  stones. 

White  Black 

1.   R4.  2.  P3. 

3.   L3.  4.  G3. 

5.   Q_3.  6  P+. 


"JOSEKI"   AND   OPENINGS 


167 


ABCDEFGHJ     KLMNOPQRST 


19 

18 

17 

16 

15 

W 

13 

12 

11 

10 

9 

8 

7 

6 

5 

4 

3 

2 


- 

-- 

-®- 

^ 

11  ©019  13 

~©i 

£/ 

4 

>- 

M 

\\ 

W\jj 

1 

if 

— w^- 

1      f^ 

A 

7) 

p^ 

jj 

1     ^^ 

r 

-w- 

v- 

— 6 

1/ 

-^ 

jj 

11/ 
1\ 

c 

> 

^ 

7i 

K 

-<M 

$~ 

-^ 

Tl— 

6 

h 

4/ 

~^kh 

/c 

% 

sJ 

~yy~ 

fi 

g 

«k 

\) 

\ 

V 

£ 

r 

h^ 

1 

P~ 

H 

H 

1 

1 

0 

t>~ 

-\ 

1 

¥ 

*, 

w 

| 

%h 

/5r5\ 

-®- 

-®l 

\- 

U 

1 

9 

ih 

19 
18 
17 
16 
15 
14 
13 
12 
11 


ABCDEFGHJ    KLMNOPQRST 

Plate   26 


i68 


THE   GAME   OF   GO 


ABCDEFGHJ    KLMNOPQRST 

19  . — i — i — i — i — i — i — i — i — i — i — i — i — i — i — i — i — i — i   19 


18 

17 

16 

15 

14 

13 

12 

11 

10 

9 

8 

7 

6 

5 

4 

3 

2 

1 


f 

St/99v/5 

\\& 

t\* 

1- 

< 

h 

— ^g/^J^t^v 

V^ 

$ 

g 

►■ 

—  //    vii/^Fv 

-4 

*S- 

' 

% 

tj/tJ 

tymll 

3\— 

ir^ 

A 

i 

ij\4 

r 

U 

r 

-4 

r 

-i 

h- 

4 

&- 

0^ 

U 

1    i 

-d^  I 

(t 

p- 

-i 

h 

< 

K 

~^ 

^4 

r 

Ml 

$- 

_j{ 

(\ 

ft 

C: 

D- 

\\jf- 

VI 

if 

tf 

\ 

^ 

-i 

M 

y 

\> 

^ 

\ 

f 

§ 

% 

rC 

> 

rHz 

/y1 

^ 

i 

{J 

Tv 

~Vs 

V 

t 

fU 

18 

17 

16 

15 

14 

13 

12 

11 

10 

9 

8 

7 

6 

5 

4 

3 

2 

1 


ABCDEFGHJ    KLMNOPQRST 

Plate  27 


"JOSEKI"  AND   OPENINGS 


169 


White 


Black 


7. 

Q.6. 

8. 

good. 

White 

M  5.     The    following    is    also 

B.    L5,    M3,    M4 
W.    J3>    M2,    Q.8 

:   playing   at   Q8   in   order  to 

prevent  Black  from  playing  at  R  5. 

9. 

K4- 

10. 

K6. 

11. 

H4. 

12. 

G4- 

13. 

J  6. 

14. 

K7. 

15. 

G6. 

16. 

R  11.     Black  cannot  play  at 

R  5  without  seeing  P  3  and  4  cut  off. 

17. 

R9. 

18. 

Q.I4- 

19. 

C6. 

20. 

c4- 

21. 

C  14. 

22. 

Gl7. 

23. 

C17. 

24. 

CI6. 

25. 

D17. 

26. 

EI6. 

27. 

B16. 

28. 

Bl5. 

29. 

B17. 

30. 

Cl5. 

31. 

E17. 

32. 

Fl7. 

33. 

D14. 

34. 

Fl5. 

35. 

M  17. 

36. 

C8. 

37. 

E6. 

38. 

Du. 

39. 

B14. 

The 

ordir 

lary 

answer 

40. 

E8. 

to  this  is  A 

14,  but 

:  this 

time  Black 

cannot  play 

in  this 

way 

since  White 

wouk 

1     follow    at 

B12 

ar 

id    thus 

threaten    the 

black    stones 

at    C8 

and  D  n. 

41. 

J  7- 

42. 

K8. 

43. 

H9. 

44. 

Gu. 

45. 

A  15. 

Black    cot 

.Id 

not    oc- 

46. 

J  10. 

cupy    A  14    on    his    42d    and    44th 
moves. 

47.    H3. 

49.    J  17. 


48.    O  17. 

50.    G  2.     This  move  is  necessary 


170  THE   GAME   OF   GO 


White  Black 


for  the  security  of  the  Black  po- 
sition, and  at  the  same  time  Black 
does  not  lose  the  "Sente"  by  this 
move. 


IV 
Plate  28 
Black  has  a  handicap  of  three  stones. 

White  Black 


1.   R  14. 

2. 

R5. 

3.    P4. 

4. 

Q.3- 

5.    P3. 

6. 

Q.2. 

7.    R  7.     F 

ormerly 

in 

this    case 

8. 

R6. 

White  played 

at 

L3 

and 

Bl; 

ack  re- 

plied  at  Q_6. 

9.    Q.7. 

10. 

P5- 

11.    O  17. 

12. 

Q.14. 

13.    Q.13. 

14. 

P14. 

15.    R  15. 

16. 

R  16. 

17.    P13. 

18. 

O16. 

19.    N  16. 

20. 

P17. 

21.    O  18. 

22. 

O13. 

23.    O  12. 

24. 

O14. 

25.    K  17. 

26. 

L3- 

27.    C  14. 

At 

this 

move 

White 

28. 

L5. 

abandons  P  3  and  4.  If  he  replied 
to  Black  L  3,  then  there  would  fol- 
low: 

B.   L  3,  L  4,  L  5,  L  6,  G  4 
W.   M  4,  M  5,  M  6,  M  7 
and  Black  has  a  decisive  advantage. 

29.    C8.  30.    C6. 


"JOSEKI"   AND   OPENINGS 


171 


ABCDEFGHJ    KLMNOPQRST 

19   1 1 1 — 1 — 1 1 1 — 1 — 1 — 1 1 — 1 1 — 1 — 1 — 1 — 1 1 — 1    19 


18 

17 

16 

15 

14 

13 

12 

11 

10 

9 

8 

7 

6 

5 

4 

3 

2 


£ 

D" 

H| 

ft 

ii 

t\— 

4 

>- 

-1 

^ 

* 

# 

_/f< 

\t 

-4 

-1 

ft  ' 

L? 

0 

5>- 

-4 

ft 

W 

V 

5VJ7VT 

^1— 

•7^ 

Ti— 

lyvi. 

is 

0/ 

3/ 

-4 

ft 

tf 

tfW 

r 

r 

(? 

rvi 

r^ 

-4 

ft 

ft 

if 

(A 

-4 

«* 

0 

5 

* 

fih/# 

T\fi 

f- 

—6 

fr- 

-^ 

D- 

10 

-3 

H 

/i 

< 

\g\4\j\2_ 
~®#<j 

V 

^ 

Vj 

t? 

\*J 

\    1 

3   ( 

:  1 

)     I 

l  I 

:  ( 

)    F 

i    « 

J    1 

{    I 

-    N 

4  r 

si    ( 

}    1 

>  c 

)   F 

l    ! 

>   T 

18 

17 

16 

15 

14 

13 

12 

11 

10 

9 

8 

7 

6 

5 

4 

3 

2 


Plate  28 


172 


THE   GAME   OF   GO 


White 


31. 

E14. 

33. 

B  14. 

35. 

E2. 

37. 

D3- 

39. 

E3- 

41. 

J3- 

43. 

G3- 

45.  J5- 
47.  0  8. 
49.    O  11. 


Black 

32.    C15. 

34.    F  16. 

36.    Da. 

38.   C3. 

40.    C2. 

42.    E4. 

44.  K  2.  The  importance  of  this 
move,  when  a  territory  merely  has 
the  protection  of  L  3-L  5,  has  been 
commented  on  before. 

46.    P6. 

48.    N  12. 

50.    H  17. 


V 

Plate  29 
Black  has  a  handicap  of  two  stones. 
White 


1. 

R4- 

3. 

D17. 

5. 

C15. 

7. 

C16. 

9. 

C8. 

F  17    is    i 

Then 

would 

follow: 
B.   G17 
W.  F  18 

11. 

D18. 

13. 

L3- 

15. 

R7. 

17. 

L5. 

19. 

L7. 

21. 

S3- 

just 


good. 


2. 
4. 
6. 
8. 
10 


D15. 

F16. 
C  14. 

Dl4. 
EI8. 


12. 

P3- 

14. 

P6. 

16. 

J3- 

18. 

J5- 

20. 

R3- 

22. 

0.4- 

Black 


This  move  and  24- 
R  2  are  necessary  because  of  the 
white  stones  on  line  L. 


"JOSEKI"   AND   OPENINGS 


173 


ABCDEFGHJKLMNOPQRST 

19  1 1 — 1 — 1 — 1 — 1 — 1 — 1 — 1 — 1 — 1 — I — I — I — I — I — 1 — 1 — 1   19 


18 

17 

16 

15 

14 

13 

12 

11 

10 

9 

8 

7 

6 

5 

4 

3 

2 

1 


_/T 

T\ 

- 

1/ 

-$ 

W_ 

(K 

\ 

r 

fi 

J- 

Y 

—it- 

htf 

>v 

^ 

? 

"% 

^m 

— \< 

IIM 

jj 

Wl/ 

-4 

v 

u 

7) 

V 

V 

(7 

$y- 

*i^\  z^\  ^ 

y\ 

4 

rv_ 

^4 

w~ 

(a 

D- 

V 

0 

1- 

(\ 

fft 

15 

-4 

\- 

V: 

(k 

J) 

S 

ilV- 

Sf 

--<JSXS>- 

i 

fc 

^4 

>» 

[) 

— /A^ 

1 

¥ 

m 

*- 

rc 

fi 

■^ 

m/ 

^ 

™ 

2/ 

ft  1 

3; 

Hr-  ^ 

jr*|/ 

>*«/ 

<l 

0 

^ 

18 

17 

16 

15 

14 

13 

12 

11 

10 

9 

8 

7 

6 

5 

4 

3 

2 


ABCDEFGHJ    KLMNOPQRST 

Plate  29 


174 


THE   GAME   OF   GO 


White 

Black 

23. 

R5. 

24. 

R2. 

25. 

O17. 

26. 

C6. 

27. 

Dn. 

28. 

F  12. 

This     move     is     very 

good, 

otherv 

/ise  White  plavs  at  E  16 

and  b 

reaks 

into  the  Black  position. 

29. 

F9. 

30. 

Q.14. 

31. 

K16. 

32. 

R9. 

33. 

S  2.     If  Black  plays 

at  R  9, 

34. 

P9. 

this   move  is  necessary  for 

the  se- 

curity 

of  the  white  group. 

35. 

C12. 

36. 

E17. 

37. 

D16. 

38. 

F  14. 

39. 

G15. 

40. 

F15. 

41. 

H17. 

42. 

J  7- 

43. 

O4. 

44. 

0.5- 

45. 

R8. 

46. 

M6. 

47. 

L6. 

48. 

0.9- 

49. 

F3- 

50. 

E3- 

51. 

G  2.     This    is    a    fine 

:    move. 

52. 

K2. 

By  means  of  it  Black  is  compelled 
to  play  at  K  2  and  White  can  occupy 
F  5  on  his  53d  move  and  thus  escape, 
whereas  without  G  2  White  could 
only  have  played  at  F  4,  whereupon 
Black  could  have  cut  off"  the  retreat 
atF6. 

VI 

Plate  30 
Black  has  a  handicap  of  two  stones. 


White 


Black 


1-   0.3- 
3.    C  15. 

5-    J  17- 


2.  D17. 
4.  C13. 
6.    D  15. 


"JOSEKI"   AND   OPENINGS 


75 


ABCDEFGHJ  KLMNOPQRST 


ABCDEFGHJ  KLMNOPQRST 

Plate  30 


i76  THE   GAME   OF   GO 

White  Black 


7. 

Di6. 

8. 

E  16. 

9. 

Ci6. 

10. 

D  14. 

11. 

C17. 

12. 

E18. 

13. 

C18. 

14. 

L  17.     Black    could    prevent 

White's  next  move  of  E  15  by  play- 

ing 14 

-G  15. 

15. 

E15. 

16. 

F16. 

17. 

E13. 

18. 

E14. 

19. 

F  15.     "Shicho"     is     impos- 

20. 

H  16.     This  move  makes  the 

sible  1 

because  White  already  occupies 

Black 

position  secure. 

Q.3- 

21. 

F14. 

22. 

Cn. 

23. 

L16. 

24. 

M  17. 

25. 

J  16. 

26. 

H15. 

27. 

G13. 

28. 

J  H. 

29. 

M  16. 

30. 

N16. 

31. 

N15. 

32. 

O16. 

33. 

L  14. 

34. 

J  12. 

35. 

Gn. 

36. 

D9. 

37. 

H  10. 

38. 

Jio. 

39. 

J  9- 

40. 

K  10. 

41. 

G8. 

42. 

D6. 

43. 

K9. 

44. 

L  10. 

45. 

M8. 

46. 

Nio. 

47. 

J  15. 

48. 

H  14. 

49. 

N13. 

50. 

J  3.     White  could  not  occupy 

this  p 

oint  without  endangering  the 

upper 

position. 

51. 

L3- 

52. 

J  5- 

53. 

P8. 

54. 

Pio. 

55. 

Q.I3- 

56. 

L  5.     Black    does    not    need 

to  further  defend  his  position  E  17- 

Pio, 

because    it    surely    has    two 

"Me.: 

" 

"JOSEKI"   AND   OPENINGS 


*77 


VII 
No  Handicap 


Plate  31 


Black 


White 


1. 

c4. 

2. 

0.3- 

3. 

D17. 

4. 

E3- 

5. 

D5. 

6. 

R16. 

7. 

R5. 

8. 

O17. 

9. 

F4. 

10. 

G3- 

11. 

O4. 

12. 

might 

O  3.     From    here   the    game 
continue   as   follows: 
B.                                W. 

N3                                P4 

O2                                P3 

N4                               Q,6 

R 

■7                              K3 

but  th 

is  is  bad  for  Black. 

13. 

P4- 

14. 

P3- 

15. 

N4. 

M3 

would 

be 

just 

as 

16. 

R4- 

good. 

17. 

N3. 

18. 

S5. 

19. 

J  3- 

20. 

Cll.     White    abandons    the 

stones  at  E  3  and  G  3.    If  he  were  to 

play  at  G  4,   Black  would   reply  at 

C  1 1  with  too  great  an  advantage. 

21. 

C14. 

22. 

C8. 

23. 

D3- 

24. 

J  i7- 

25. 

G17. 

26. 

Ji5. 

27. 

J  5- 

Now 

the 

twc 

1     white 

28. 

Q.12. 

stones 

;  are  cut  off. 

29. 

L15. 

Blac 

:k  cannot 

venture 

30. 

L17. 

any  farther  1 

in. 

31. 

P16. 

32. 

P17. 

33. 

Q.16. 

34. 

Q.17. 

i78 


THE  GAME  OF  GO 


ABCDEFGHJKLMNOPORST 

19  i — i — i — i — i — i — i — i — i — i 1 — i 1 — i — r—\ — i i— .   19 


17 
16 
15 
14 
13 
12 
11 
10 
9 
8 
7 
6 
5 
4 
3 


1 


J* 

_f 

h 

-®- 

—fi 

(S>- 

^_/fiV5ry^ 

* 

K 

v©A 

W^^J 

£ 

5>- 

r 

-C 

h 

■4 

f|_ 

i) 

s 

V 

/ 

*- 

'tV^tf 

V. 

s/v 

DC 

1x2 

ih— 

— 

-4 

nv— 

flr^ 

y> 

~1 

f)- 

V 

_^ 

£ 

h 

-whni 

i> 

£ 

\ 

fi 

IP 

^ , 

TT^ 

£ 

"\\(a\— 

-d 

ih— 

Tk 

"^ 

!?/ 

J/\n 

ij     \ 

l) 

1 

■rvl 

18 

17 

16 

15 

14 

13 

12 

11 

10 

9 

8 

7 

6 

5 

4 

3 

2 

1 


ABCDEFGHJ    KLMNOPORST 

Plate  31 


35. 

Ri5. 

37. 

Pl3. 

39. 

Ni3. 

41. 

O14. 

43. 

L13. 

45.    D7. 


1. 

c4. 

3. 

0.3- 

5. 

Rg. 

7. 

N3. 

9. 

P9. 

11. 

R4- 

13. 

P4- 

15. 

M4. 

17. 

O17. 

19. 

C  10. 

21. 

D5. 

23. 

R  17. 

25. 

R  16. 

27. 

Q.18. 

29. 

R  18. 

31. 

R  14. 

33. 

R13. 

35. 

S12. 

37. 

C13. 

39. 

Q.12. 

41. 

S15. 

43. 

S  14. 

"JOSEKI"  AND   OPENINGS  179 

Black  White 


36. 

S16. 

38. 

P12. 

40. 

O13. 

42. 

Ol2. 

44.   R6. 
VIII 

No  Handicap 

Plate  32 

Black  White 


2. 

C16. 

4. 

R5. 

6. 

O5. 

8. 

R  12. 

10. 

Q.16. 

12. 

0.5- 

14. 

P5- 

16. 

M7. 

18. 

E  16. 

20. 

E3- 

22. 

K17. 

24. 

Q.17. 

26. 

Q.15. 

28. 

P18. 

30. 

P17. 

32. 

Q.14. 

34. 

Q.I3- 

36. 

K15. 

38. 

E  13. 

40. 

R15. 

42. 

S  16. 

44. 

P12. 

i8o 


THE   GAME   OF   GO 


ABCDEFGHJ    KLMNOPQRST 


19 
18 
17 
16 
15 
14 
13 
12 
11 
10 
9 


fh 

_^7 

/* 

[Y-, 

~4 

jft 

~ QhJ~ 

D^ 

ft 

U^ 

-€ 

D- 

1 

X 

—(A 

^- 

5> 

^4 

~fo£ 

Svi*^ 

yVt 

fc/VC 

-4 

ft 

V 

£ 

h 

I 

\ 

~t 

(t 

ft 

vl 

fy 

£ 

n 

-Q 

Dd 

2X5 

d 

\ 

II 

f 

F 

(7 

ft 

1 

^ 

f 

¥ 

~i 

J~ 

19 

18 
17 
16 
15 
14 
13 
12 
11 
10 
9 


ABC    DEFGHJ    KLMNOPQRST 

Plate  32 


"JOSEKI"   AND   OPENINGS  181 

Black  White 

45.    R  II.     Takes.  46.    M  5.     This  move  is  necessary 

because    Black's    position    above    it 
has  become  strong. 
47.    O  13.         The      continuation 
would    now   be   either   48    P  13,   49 
O  15,  or  48  O  15,  49  P  J3- 

IX 

No  Handicap 

Plate  33 
Black  White 


1. 

c4- 

2. 

0.3- 

3. 

D  17. 

4. 

E3- 

5. 

R  16. 

6. 

C15. 

7. 

D5. 

8. 

P17. 

9. 

F4. 

10. 

at   G 

C  11.  White  cannot  play  10 
3    because    Black   would   then 

occupy     C  11. 

11. 

F3- 

12. 

K3- 

13. 

R5. 

14. 

O4. 

15. 

F16. 

16. 

H17. 

17. 

C13. 

18. 
at   C 

C  8.  Abandoning  the  stone 
r5- 

19. 

C16. 

20. 

R13. 

21. 

Q.15. 

22. 

N16. 

23. 

Q.17. 

24. 

P18. 

25. 

R9. 

If     25     were 

played 

26. 

P14. 

at    Q_8,    26 

R    8     would 

be    the 

result 

27. 

O16. 

28. 

O15. 

29. 

P16. 

30. 

N17. 

31. 

Q.18. 

32. 

R7. 

l82 


THE   GAME   OF   GO 


19 

18 

17 

16 

15 

14 

13 

12 

11 

10 

9 

8 

7 

6 

5 

4 

3 

2 

1 


ABCDEFGHJ    KLMNOPQRST 


1 

> 

<B>- 

(h 

^ 

__/l 

JST 

P 

fl 

^ 

-Q 

»^ 

U 

5/ 

^>- 

6)f* 

\  r? 

ir~ 

c 

A 

^ 

X 

V 

^i 

4^ 

r^ 

(7 

$~ 

Vir 

^ 

J 

^ 

-d 

ft 

V 

__£, 

ft 

ilY— 

-%y~r 

kl 

5/ 

/ 

m 

H 

fo 

-mt 

IT) 

X 

V 

y^ 

^  i 

A 

&- 

-0-K3 

^ 

ft 

i\j 

1] 

n 

(t 

^ 

v» 

5^ 

A 

D- 

\ 

_y^\^i_ 

LP 

vi 

y 

^ 

^£ 

i^ 

* 

19 

18 

17 

16 

15 

14 

13 

12 

11 

10 

9 

8 

7 

6 

5 

4 

3 

2 


ABCDEFGHJ  KLMNOPQRST 

Plate  33 


"JOSEKI"  AND  OPENINGS 


■83 


Black 

White 

33. 

S  7.     This    move 

insures 

a 

34. 

E4. 

This  move  rescues  No. 

connection    between 

the 

stones 

at 

4- 

R  5  and  R  9. 

35. 

E2. 

36. 

D2. 

37. 

G2. 

38. 

E5. 

39. 

D3- 

40. 

D6. 

41. 

C3- 

42. 

H15. 

43. 

0.7- 

44. 
from 

N13. 

cutting 

This    prevents    Black 
at  N  15  and  Q.13. 

45. 

F  14. 

46. 

C6. 

47. 

G13. 

X 

No  Handicap 


Plate  34 


Black 

1. 

c4. 

2. 

0.3- 

3. 

D  17. 

4. 

E3- 

5. 

R  16. 

6. 

C15. 

7. 

D5. 

8. 

F  16. 

9. 

D15. 

10. 

D16. 

11. 

E16. 

12. 

C16. 

13. 

E17. 

14. 

E15. 

15. 

D14. 

16. 

C17. 

17. 

F17. 

18. 

G16. 

19. 

H  18. 

This    move    is    much 

20. 

C  14. 

bettei 

:  than 

G17. 

21. 

E  14. 

22. 

F15. 

23. 

F14. 

24. 

H  16. 

25. 

J*7- 

26. 

G18. 

27. 

F  18. 

28. 

G14. 

29. 

E  12. 

30. 

Cn. 

White 


i84 


THE  GAME  OF  GO 


19 

18 

17 

16 

15 

14 

13 

12 

11 

10 

9 

8 

7 

6 

5 


ABCDEFGHJ  KLMNOPQRST 


1 


fi  ? 

r\/l 

T| 

— <lfrjl 

trVy^^. 

-4 

a 

£ 

■4 

Wjh 

sj 

^ 

V 

I 

Ih 

\ 

(\i 

)C 

h/7^- 

_/0\_ 

Vt 

WfJ 

g/v^ 

v? 

7W 

fA 

&- 

Lj 

■A 

V 

-4 

^ 

T 

hs 

m 

V. 

a 

ft 

r 

^ 

^ 

f\ 

^ 

-llh 

tf 

•\ 

\ 

, (A 

» 

V. 

B/^ 

(4 

*- 

a) 

1 

a 

(1 

D- 

— 

_* 

ti 

1 

* 

9   A 

ft 

d 

^ 

M 

r\_ 

^ 

fj 

i 

^ 

U 

y~ 

19 

18 

17 

16 

15 

14 

13 

12 

11 

10 

9 

8 

7 

6 

5 

4 

3 


ABCDEFGHJ    KLMNOPQRST 

Plate  34 


"JOSEKI"  AND  OPENINGS 


185 


Black 

31.  G13. 

33.  G  12.     H  14  would  be  bad. 

35.  M  17. 

37.  G  10. 

39.  R  10. 

41.  P16. 

43.  P  10. 

45.  R  12. 

47.  Q,i7. 

49.  H9. 


White 

32.  H  13. 

34  J  14. 

36.  J  11 

38.  Q.5. 

40.  R8. 

42.  J  3- 

44.  P  12. 

46.  R  17.    A     sacrifice. 

48.  D8. 

50.  N  12. 


VII 
THE   END   GAME 

A  work  on  the  game  of  Go  would  not  be  complete  with- 
out a  chapter  especially  devoted  to  the  subject  of  the  end 
game. 

On  the  average  a  game  of  Go  consists  of  about  two 
hundred  and  fifty  moves,  and  we  might  say  that  about 
twenty  of  these  moves  belong  to  the  opening,  about  one 
hundred  and  fifty  to  the  main  part  of  the  game,  and  the 
remaining  eighty  to  the  end  game.  The  moves  which  may 
be  regarded  as  belonging  to  the  end  game  are  those  which 
connect  the  various  groups  of  stones  with  the  margin,  and 
which  fill  up  the  space  between  the  opposing  groups  of  stones. 
Of  course,  there  is  no  sharp  distinction  between  the  main 
game  and  the  end  game.  Long  before  the  main  game  is 
finished  moves  occur  which  bear  the  characteristics  of  end 
game  play,  and  as  the  game  progresses  moves  of  this  kind 
become  more  and  more  frequent,  until  at  last  all  of  the 
moves  are  strictly  part  of  the  end  game. 

Toward  the  end  of  the  game  it  becomes  possible  to 
calculate  the  value  of  a  move  with  greater  accuracy  than 
in  the  middle  of  the  game,  and  in  many  cases  the  number 
of  points  which  may  be  gained  by  a  certain  move  may  be 
ascertained  with  absolute  accuracy.  Therefore,  when  the 
main  game  is  nearing  completion,  the  players  survey  the 
board  in  order  to  locate  the  most  advantageous  end  plays; 
that  is  to  say,  positions  where  they  can  gain  the  greatest 


THE   END  GAME  187 

number  of  "Me."  In  calculating  the  value  of  an  end 
position,  a  player  must  carefully  consider  whether  on  its 
completion  he  will  retain  or  lose  the  "Sente."  It  is  an 
advantage  to  retain  the  "Sente,"  and  it  is  generally  good  play 
to  choose  an  end  position  where  the  "Sente"  is  retained,  in 
preference  to  an  end  position  where  it  is  lost,  even  if  the 
latter  would  gain  a  few  more  "Me." 

The  player  holding  the  "Sente"  would,  therefore,  com- 
plete in  rotation  those  end  positions  which  allowed  him  to 
retain  it,  commencing,  of  course,  with  those  involving  the 
greatest  number  of  "Me."  He  would  at  last  come  to  a 
point,  however,  where  it  would  be  more  advantageous  to 
play  some  end  position  which  gained  for  him  quite  a  number 
of  points,  although  on  its  completion  the  "Sente"  would 
be  lost.  His  adversary,  thereupon  gaining  the  "Sente," 
would,  in  turn,  play  his  series  of  end  positions  until  it  became 
advantageous  for  him  to  relinquish  it.  By  this  process  the 
value  of  the  contested  end  positions  would  become  smaller 
and  smaller,  until  at  last  there  would  remain  only  the  filling 
of  isolated,  vacant  intersections  between  the  opposing  lines, 
the  occupation  of  which  results  in  no  advantage  for  either 
player.  These  moves  are  called  "Dame,"  as  we  have 
already  seen. 

This  is  the  general  scheme  of  an  end  game,  but,  of 
course,  in  actual  play  there  would  be  many  departures  there- 
from. Sometimes  an  advantage  can  be  gained  by  making 
an  unsound  though  dangerous  move,  in  the  hope  that  the 
adversary  may  make  some  error  in  replying  thereto.  Then 
again,  in  playing  against  a  player  who  lacks  initiative,  it 
is  not  so  necessary  to  consider  the  certainty  of  retaining  the 
"Sente"  as  when  opposed  by  a  more  aggressive  adversary. 


188  THE   GAME   OF   GO 

Frequently  also  the  players  differ  in  their  estimate  of  the 
value  of  the  various  end  positions,  and  do  not,  therefore, 
respond  to  each  other's  attacks.  In  this  way  the  possession 
of  the  "Sente"  generally  changes  more  frequently  during 
the  end  game  than  is  logically  necessary. 

The  process  of  connecting  the  various  groups  with  the 
edge  of  the  board  gives  rise  to  end  positions  in  which  there 
is  more  or  less  similarity  in  all  games,  and  most  of  the  illus- 
trations which  are  now  given  are  examples  of  this  class. 
The  end  positions  which  occur  in  the  middle  of  the  board 
may  vary  so  much  in  every  game  that  it  is  practically  im- 
possible to  give  typical  illustrations  of  them. 

Of  course,  in  an  introductory  work  of  this  character  it 
is  not  practicable  to  give  a  great  many  examples  of  end 
positions,  and  I  have  prepared  only  twelve,  which  are  se- 
lected from  the  work  of  Inouye  Hoshin,  and  which  are 
annotated  so  that  the  reasons  for  the  moves  may  be  under- 
stood by  beginners.  The  number  of  "Me"  gained  in  each 
case  is  stated,  and  also  whether  the  "Sente"  is  lost  or  re- 
tained. To  these  twelve  examples  I  have  added  eight 
positions  from  Korschelt's  work. 

I 
Plate  35   (A) 
The   following   stones    are   on  the  board:    White,  S  15, 
R  14,  P  14,  L  17;  Black,  R  16,  Q  16,  N  15,  N  17. 

If  White  has  the  "Sente,"  he  gains  eight  "Me,"  counting 
together  what  he  wins  and  Black  loses. 

White  Black 

1.    S  17.     This    is    White's    only  2.    S  16.      If  Black  had   had  the 

good  move;  S  16  does  not  take  ad-      move   or   "Sente,"   he    could    have 


THE   END   GAME 


189 


ABCDEFGHJ    KLMNOPORST 

19 

18 

17 

16 

15 

14 

13 

12 

11 

10 


»  ^t  ft             :£zt!:?£3 

15                 \J                             IP              1  \J 

a         T       C                          ^  T     T 

10 

10 

1  4 
1  f 

1  1 

in                   M                               11                               n 

9                                                                                      _Q_ 

ft/^r^rS                                                                      1 

7fr»rS     M                             ii    A 

'^W                                                             D     IP      U 

r  1  T  T  •  I  n                          0 

4     (TirlS     V                                1       ii 

A  1  2       O                               ()      % 

?      1      ^nl                               1  rnS     a 

TV                                                    VTXT 

ABCDEFGHJ    KLMNOPQRS' 

Plate  35 


I 

190  THE   GAME   OF   GO 

White  Black 

vantage  of  the  opportunity,  and  he  avoided   White's    invasion   by   play- 

cannot  risk  S  18.  ing  here. 

3.    T  16.     An    instance   of  "Wa-  4.    R  17. 
tari." 

5.    S  18.     White    cannot    venture  6.    R   18.       If  Black  neglects  this, 

to  play  at  R  18.  White  would   jump  to  Q_  18. 

White  retains  the  "Sente." 

II 
Plate  35   (B) 

The  following  stones  are  on  the  board :  White,  R  9,  O  5, 
03;Black,P7,Q3,Q4,R7. 

If  White  has  the  first  move,   it   makes   a   difference  of 
six  "Me." 

White  Black 

1.    P2.  2.    Q_2. 

3.    Q_i.  4.    R  1. 

5.    P  1.  6.    S  2.      Black      cannot      neglect 

this   move. 

White  retains  the  "Sente." 

If   Black    had    had  the    first    move,  the  play  would  have 
been  as  follows: 

Black  White 

1.    P2.  2.   O2. 

3.   Oi.  4.   Ni. 

5.    Pi.  6.    M  2. 

And  Black  has  the  "Sente." 


THE   END  GAME  191 

III 

Plate  35   (C) 

The  following  stones  are  on  the  board:  White,  B  16,  C  14, 
E  15;  Black,  C  17,  D  16,  E  16,  G  17. 

If  White  has  the  move,  it  makes  a  difference  of  seven 
41  Me." 

White  Black 

1.    B  17.     White  dare  not  go  to  2.    B  18. 

B  18   because   he  would   be  cut   off 
eventually  at  B  15. 

3.    A  18.  4.    C  18. 

White  retains  the  "Sente." 

IV 

•  Plate  35  (D) 
The   following   stones    are   on   the    board:     White,    B  8, 
C  7,  C  8,  D  6,  E  2,  E  6,  F  3,  F  5;  Black,  B  6,  B  7,  C  6,  D  2, 

3>  4>  5- 

If  White  has  the  move,  it  makes  a   difference  of  four 

"Me." 

White  Black 

1.    B  4.     This  stone  is  sacrificed,  2.    B  3.      Black's    best    move    be- 

but  there   is   no   loss    because   it    is       cause   it   defends  the   connection   at 
so  threatening  that  Black  must  play       C  5,  and  also  prevents  White  from 
twice  in  order  to  make  his  position       trying  to  connect  at  D  I. 
secure,   meanwhile  White    advances 
on  line  A. 

3.    A  7.     White  gains  one  "Me"  4.    A  6. 

by  this  move. 


192 


THE   GAME   OF   GO 


White 


5.  A  8. 


Black 

6.  C  4.  Necessary  because  the 
connection  at  C  5  is  now  in  immedi- 
ate danger,  but  Black  thereby  fills 
up  another  of  his  "Me,"  and  White 
retains  the  "Sente." 


V 

Plate  36   (A) 

The  following  stones  are  on  the  board:  White,  M  16, 
M  17,  M  18,  N  16,  O  15,  P  14,  R  14;  Black,  N  17,  N  18, 
O  16,  P16,  Q16,  R  16.  " 

If  White  has  the  "Sente,"  it  makes  a  difference  of  six 
"Me." 


White 


1.   N  19. 


3.    O  19.     White    pushes    his    in- 
vasion farther. 
5.    M  19. 

White  retains  the  "Sente." 


Black 

2.  O  18.  Black  cannot  stop  the 
invasion  at  O  19,  as  White  would 
then  play  at  O  18  and  kill  the  black 
stones  on  line  N. 

4.  P  19.  Black  can  now  arrest 
the   advance. 

6.    P18. 


VI 

Plate  36   (B) 

The  following  stones  are  on  the  board:  Black,  M  2, 
M  3,  N  3,  N  4,  O  4,  Q  4,  R  4,  S  4;  White,  L  3,  N  2,  O  2, 
O3,  P3,  R2,  S3,  R6. 


THE   END   GAME 


193 


ABCDEFGHJ    KLMNOPQRST 


19 
18 
17 
16 
15 
14 
13 
12 
11 
10 


/  e 

>x™ 

... 

£ 

i 

r  T^V 

w 

% 

p 

IQ 

h 

c 

A 

D 

F 

£ 

\4- 

1 

f 

ik** 

^r 

s 

-G 

f> 

y^. 

y^ 

JL 

J 

|AA1/W»L 

P 

— (i 

19 
18 
17 
16 
15 
14 
13 
12 
11 
10 


ABCDEFGHJ    KLMNOPQRST 

Plate  36 


194 


THE   GAME   OF   GO 


Black  has  the  "Sente"  and  gains  nine  "Me. 


Black 


1.  T3. 


3.    S2. 
invasion. 


Black  proceeds  with  his 


Black  retains  the  "Sente. 


White 

2.  Q^2.  The  obvious  answer  is 
at  T  2,  but  if  White  plays  there, 
Black  replies  at  Q_2  and  White 
loses  all  his  stones  unless  he  can 
win  by  "Ko."  He  plays  at  Q_2  in 
order  to  form  the  necessary  two 
"Me." 

4.  Pi.  If  White  tries  to  save 
his  stone  by  playing  at  R  3,  Black 
replies  at  Pi,  and  the  white  group 
is  dead. 


VII 

Plate  36   (C) 

The  following  stones   are  on  the   board:     Black,   B  17, 
C  17,  D  16,  G  17;  White,  B  16,  C  13. 


Black 

1.  B  14.  This  move  is  really 
"Go  te";  that  is  to  say,  White  is  not 
forced  to  reply  to  it,  but  it  is  very 
advantageous  for  Black,  as  it  effec- 
tively separates  White's  two  stones. 

3.  B  15.  The  white  stone  at 
B  16  is  now  hopeless. 


White 
2.    C  14.     C  15  is  not  so  good. 


Black  has  given  up  the  "Sente,"  but  has  gained  con- 


siderable ground. 


THE    END   GAME 


!95 


VIII 
Plate  36   (D) 

The   following   stones    are   on   the    board:     Black,    C  4, 
D  4,  E  4,  C  7;  White,  C  3,  D  3,  E  3,  F  3. 
Black  has  the  move. 

Black  White 

1.    B3.  2.    B2. 

3.    B4. 

These  moves  seem  obvious,  but  the  importance  of  Black's 
opportunity  is  likely  to  be  underestimated;  Black  gains 
about  eleven  "Me"  by  this  play.  If  the  opposing  lines 
extend  one  space  nearer  the  edge  of  the  board,  the  territory 
gained  by  a  similar  attack  is  not  nearly  so  great. 

IX 

Plate  37   (A) 

The  following  stones  are  on  the  board:  White,  M  16, 
N  16,  N  18,  O  17,  P  18,  Q  17,  18;  Black,  N  15,  O  15,  16, 
P  16,  17,  Q  16,  R  12,  R  17. 

White  has  the  move. 

White  Black 

1.   S  17.  2.   S  16. 

3.    R  18.  4.    R  16. 

5.    T  18. 

White  has  given  up  the  "Sente,"  but  these  moves  make 
a  difference  in  his  favor  of  about  fourteen  "Me." 


196  THE   GAME   OF   GO 

X 

Plate  37   (B) 
The   following  stones   are   on   the   board :    White,   M  3, 
O  3,  P  2,  Q  3,  R  2;  Black,  N  4,  O  4,  Q  5,  R  3>  R  4- 
White  has  the  move. 

White  Black 

1.   S  2. 

This  move  is  really  "Go  te,"  but  if  Black  neglects  to 
answer  it,  White  can  then  jump  to  T  5.  This  jump  is 
called  by  a  special  name  "O  zaru,"  or  the  "big  monkey," 
and  would  gain  about  eight  "Me"  for  White. 

XI 

Plate  37  (C) 

The  following  stones   are  on  the   board:    White,   C  15, 
D  15,  E  15,  16;  Black,  C  16,  D    16,  E  17,  18,  F  16,  G  17. 
White  has  the  move. 

White  Black 

1.    B16.  2.    B  17. 

3.    B  15. 

White  has  given  up  the  "Sente"  and  has  gained  some- 
what, but  if  Black  now  neglects  to  defend  and  plays  else- 
where, White  can  jump  to  B  18,  and  gain  about  seventeen 
"Me"  altogether. 

XII 

Plate  37   (D) 

The  following  stones  are  on  the  board:  White,  B  8, 
C  7,  1 1,  D  5,  6,  7,  E  6;  Black,  B  7,  C  5,  6,  D  3,  4,  E  4,  5. 


THE   END   GAME 


197 


ABCDEFGHJ    KLMNOPORST 


19 
18 
17 
16 
15 
14 
13 
12 
11 
10 


"^ 

r> 

-a 

-fT^A 

ywwv 

lYvV 

)A 

C 

A 

1 

i- 

s 

1 

~X 

J 

Vifl 

D 

JJWVA 

B 

viy^FVyv. 

j 

> 

-4 

M 

1 

r 

■x 

AS 

L 

^ 

rL 

P 

19 
18 
17 
16 
15 
14 
13 
12 
11 
10 


ABCDEFGHJ    KLMNOPORST 

Plate  37 


198  THE   GAME   OF   GO 

White  has  the  move. 


White 

Black 

1.    B6. 

2.    B5. 

3.   A  7. 

Takes. 

White  has  given  up  the  "Sente,"  but  this  method  of  play 
gains  about  fourteen  "Me,"  as  it  is  now  no  longer  neces- 
sary to  protect  the  connection  at  C  8. 

We  will  now  insert  two  plates  from  Korschelt's  book. 
The  notes  at  the  foot  of  the  illustrations  are  his. 


THE   END  GAME 


199 


ABCDEFGHJ    KLMNOPQRST 


19 

18 

17 

16 

151 

14 

13  ( 

12 

11 

10 
9 
8 
7 
6 
5 
4 
3 
2 
1 


AA#^- 

A 

-  v>  shwt 

fp 

^J        11        wV 

— L_ 

ft/iYvJ 

hSh>-c 

^    nt 

0  -  d^  tffe  ^"^  r^i  ^fe 

t  -Fi 

.  Mzj^rr 

lOyW            | 

\\ 

,, 

-/HV4 

^-Q1 

—fyWI 

-OQ-      D 

y'VOy'm 

'r\    T    ^^/^S^^    T 

vO;  1  www   1 

"        ™        WW 

tr  ClP 

19 

18 

17 

16 

15 

14 

13 

12 

11 

10 

9 

8 

7 

6 

5 

4 


ABCDEFGHJKLMNOPORST 

A    WORTH  SIX  "ME"  (S  17,  18,  19  T  17,  18,  19);  SENTE  IS  RE- 
TAINED 
B    WORTH  FIVE  "ME"  ;  SENTE  IS  RETAINED 
C    WORTH  THIRTEEN  "ME"  ;  SENTE  IS  RETAINED 
D    WORTH  EIGHT  "ME";  SENTE  IS  RETAINED 

Plate  38 


200 


THE   GAME   OF   GO 


A    E 

\  c 

;  r 

)     I 

:  f 

■    G    Y 

1      c 

J   J 

<  1 

-  m  r 

vl   O    P   Q   R    S   T 

18 

1  lm 

\i 

T 

w 

1 '  Wm^w\t 

r 

\ 

r 

Ji 

1 z(fc\ 

h 

^ 

I 

J 

l 

i' 

r 

14 
13 
12 
11 
10 
9 
8 

7 

-A 

J 

D 

c 

~^ 

\) 

c 

r 

s 

4 

PI 

< 

V 

J 

A 

^ 

1 

l 

y 

i 

1 

r 

\ 

V 

K 

J 

Yr 

-v 

C 

B 

I 

6 
5 
4 

«< 

| 

< 

1     C 

r? 

P 

V~ 

i 

< 

> 

H 

^r 

h 

_J 

o 
2 
1 

Ir 

2 

Vi 

19 

18 

17 

16 

15 

14 

13 

12 

11 

10 

9 

8 

7 

6 

5 

4 

3 

2 


ABCDEFGHJ    KLMNOPORST 


A  WORTH    29  "ME:  SENTE  IS  LOST 
B   WORTH   ABOUT   8  "MEl  SENTE   RETAINED 
C    WORTH    12  "ME:"  SENTE  IS  RETAINED 
D    WORTH    18  "ME:  SENTE  IS  LOST 


Plate  39 


VIII 
PROBLEMS 

After  the  student  has  become  familiar  with  the  rules 
and  the  methods  of  play,  and  perhaps  has  played  a  few 
games  either  with  another  beginner  or  with  a  Japanese 
master,  the  impression  left  on  the  mind  is  likely  to  be  that 
the  game  is  too  vague,  and  that  there  is  too  wide  a  latitude 
of  choice  of  positions  where  stones  may  be  placed.  This 
impression  might  be  corrected  by  the  study  of  illustrative 
games,  or  of  "  Joseki"  and  end  positions,  but  such  a  course 
is  rather  dry  and  uninteresting,  and,  in  the  opinion  of  the 
author,  by  far  the  best  way  of  attaining  a  correct  idea  of 
the  game  is  by  means  of  problems. 

Many  of  us  are  familiar  with  Chess  problems,  and  I 
think  Chess  players  will  agree  that  they  benefit  the  student 
of  Chess  very  little,  because  the  assumed  positions  are  not 
such  as  arise  frequently  in  actual  play.  The  opposite  is 
the  case  in  regard  to  Go  problems.  These  are  for  the  most 
part  taken  from  actual  games,  and  the  typical  problem  is  a 
situation  that  is  quite  likely  to  arise  in  actual  play,  and  some 
of  them  are  positions  that  occur  again  and  again. 

If  the  student  of  the  game  will  set  up  these  positions 
from  the  text  and  attempt  to  solve  them,  preferably  with 
the  aid  and  encouragement  of  some  friend,  he  will  find  that 
the  task  is  an  interesting  one,  and  he  will  be  impressed 
by  the  great  accuracy  which  is  necessary  in  attacking  and 
defending  difficult  positions. 

With  the  knowledge  obtained   in  this  way,   he  will  be 


202  THE   GAME   OF   GO 

able  to  judge  with  far  greater  skill  what  to  do  when  a  po- 
sition is  threatened  in  actual  play.  He  will  be  able  to  dis- 
tinguish whether  the  danger  is  real,  and  whether  it  is, 
therefore,  necessary  to  reply  to  his  adversary's  attack,  or 
whether  he  can  afford  to  ignore  it  and  assume  the  "Sente" 
in  some  other  part  of  the  board.  He  will  also  be  able  to 
perceive  when  an  adversary's  group  is  vulnerable  so  that 
it  will  be  profitable  to  attack  it. 

The  collection  of  problems  which  I  have  given  in  this 
book  are  rearranged  from  Korschelt's  work,  and  they  were 
in  turn  taken  by  him  from  a  Japanese  treatise  called  "Go 
Kiyo  Shiyu  Miyo."  Necessarily  the  collection  here  given  is  a 
very  small  one,  but  if  any  reader  of  this  book  becomes  so" 
much  interested  in  the  game  that  he  desires  to  study  other 
examples,  he  will  doubtless  find  some  Japanese  acquaintance 
who  can  supply  him  with  further  material,  as  the  Japanese 
literature  of  the  game  contains  large  collections. 

The  most  important  kind  of  problems  are  those  in  which 
the  question  is  how  to  kill  an  adversary's  group,  or  how  to 
save  one's  own  group  when  threatened.  It  is  also  often 
very  important  to  know  how  a  connection  between  two 
groups  can  be  forced. 

For  greater  clearness  these  problems  are  arranged  under 
seven  heads;  to  wit, 

i.    Saving  Threatened  Groups. 

2.  Killing  Groups. 

3.  Playing  for  "Ko." 

The  advantage  gained  by  this  operation  is  not  appar- 
ent in  the  group  itself,  but  depends  upon  which  player  has 
the  larger  threatened  group  elsewhere. 

4.  Reciprocal  Attacks  or  "Semeai." 


PROBLEMS  203 

This  is  a  combination  of  the  first  two  kinds  of  prob- 
lems, and  it  only  differs  from  them  in  that  both  players  have 
comparatively  strong  groups  which  are  so  intertwined  that 
both  cannot  live,  and  the  question  is,  which  can  kill  the  other 
first. 

5.  Connecting  Groups. 

The  problem  here  is  to  force  a  connection  between  a 
small  group  having  insufficient  "  Me"  and  some  larger  group. 

6.  "Oi  OTOSHI." 

This  really  means  a  "robber's  attack."  It  ariseswhere 
a  group  is  apparently  engulfed  by  the  opponent,  and  when, 
by  adding  further  stones  to  it  which  the  opponent  must 
take,  the  threatened  player  can  force  his  opponent  to  aban- 
don a  part  of  his  surrounding  chain  in  order  not  to  sustain 
greater  losses.  The  attack  is  so  sudden  and  unexpected 
that  the  Japanese  compare  it  to  the  methods  of  a  highway- 
man.    It  is  an  example  of  the  finest  play  in  the  game. 

7.  Cutting. 

This  is  another  method  of  escape,  and  the  problem  is 
to  cut  off  and  kill  part  of  the  adversary's  surrounding  chain. 

In   the    following   examples   the    side    having    the    first 
move  is  given  in  italics. 

I.     Saving  Threatened  Groups 

1.  (Plate  40,  A)    White,  Q.18,  R  18,  S  16,  17,  18. 

Black,  O  17,  P  18,  Q17,  R  15,  17,  S  15. 

2.  (Plate  40,  B)  White,  O  3,  Q.3,  4,  R  3,  5,  S  5. 

Black,  R  2,  4,  S  3,  4. 

3.  (Plate  40,  C)    White,  A  14,  B  11,  13,  C  13,  14,  15,  17,  D  17,  18,  E  16, 

F17. 

Black,  A  13,  B  14,  15,  17,  18,  C  16,  18. 


2o4  THE    GAME    OF    GO 

4.  (Plate  40,  D)  White,  B  3,  C  3,  D  2,  E  2. 

Black,  B  4,  C  4,  D  3)  E  3,  F  2,  G  3. 

5.  White,  B  5,  C  4,  D  5,  E  2, 3, 4,  G  2. 
5/ar*,  B3,  4,  D2,  3,  E  1. 

6.  White,  B  12,  13,  15,  16,  C  13,  15,  D  13,  14. 

Black,  A  16,  B  11,  17,  C  10,  12,  16,  D  12,  15,  16,  E  13,  14. 

7.  White,  M  16,  17,  N  16,  O  15,  17,  P  14,  17,  Q.18,  R  14,  S  15. 
^sf-Black,  N  17,  O  16,  P  16,  Q.16,  R  16,  S  16,  18  . 

8.  White,  O  1,  P  2,  Q.2,  3,  R  3,  S  3,  4. 

Black,  N  2,  O  2,  P  1,  3,  4,  0.4,  R  4,  6,  S  5,  T  4. 

9.  White,  A  4,  B  5,  6,  C  4)  D  5,  E  2,  3,  4. 
Black,  A  5,  B  3,  4,  C  3,  D  2,  3. 

10.  White,  B  15,  16,  C  17,  18,  D  18. 

Black,  A  15,  B  14,  C  14,  15, 16,  D  17,  E  17,  18. 

11.  White,  L  18,  M  16,  17,  N  14,  18,  O  13,  19,  P  18, Q12,  13,  17,  18,  R  12, 

14,  18,  S  14,  17,  19. 
Black,  N  17,  O  15,  17,  18,  P  14,  17,  Q.14,  15,  16,  R  13,  16,  17,  S  13, 
18. 

12.  White,  Q.3,  R  2,  3,  S  3. 
Black,  P  2,  3,  5,  Q.2,  4,  R  5,  7. 

13.  White,  B2,  C3,  D  1,  3,  E2. 

Black,  B  4,  C  5,  D  4,  E  3,  4,  F  1,  2,  G  3. 

14.  White,  A  16,  B  15,  C  15,  16,  D  17,  E  17,  F  18,  G  18. 
Black,  B  16,  17,  C  17,  D  18,  E  18,  F  19. 

.  15.    White,  Q.15,  R  14,  15,  16,  S  17. 

Black,  P  15,  17,  Q.13,  14,  16,  R  11,  12,  17,  18. 

16.  White,  R  3,  4,  5,  S  2. 

Black,  O  3,  P3,Q.4,6,R6,S6,T3. 

17.  White,  B  4,  C  3,  4,  5,  E  4,  F  2,  3,  H  2. 
Black,  B  3,  C  2,  D  3,  E  2,  F  i. 

18.  White,  C  13,  15,  16,  17,  E  14,  15,  16. 

Black,  B  14,  15,  C  12,  14,  D  13,  17,  E  12,  17,  F  15,  16,  G  13.        , 

19.  White,  M  17,  N  18,  O  17,  19,  P  15,  17,  R  14,  16,  S  16. 
Black,  O  18,  P  18,  Q.16,  17,  R  17,  S  17. 

20.  White,  P  2,  3,  6,  Qz,  4,  R  2,  4,  6,  7. 
Black,  Q.3,  R  1,3,  9,  S2,  4,  5- 


PROBLEMS 


205 


ABCDEFGHJKLMNOPORST 


19 
18 

17 
16 
15 
14 
13 
12 
11 
10 


s 

rSi/Wv^ 

C 

A 

: 

3LAC 

K5W 

OVE 

WHI 

TE$ 

W\*l 

1 

B 

D 

: 

3LAC 

kSsn 

OVE 

WH1" 

"ESt- 

IOVE 

r 

r 

~^m 

r 

> 

> 

&z 

L 

Ti 

rl 

19 
18 
17 
16 
15 
14 
13 
12 
11 
10 


ABCDEFGHJ    KLMNOPQRST 

Plate  40 


206  THE    GAME    OF    GO 

21.  White,  B  13,  14,  16,  C  13,  D  13,  14,  15,  18,  E  16,  17. 
Black,  B  15,  C  14,  15,  17,  18,  D  16. 

22.  White,  C  7,  D  3,  5,  6,  E  2,  3,  7,  F  5. 

Black,  C  2,  4,  5,  6,  9,  10,  D  2,  E  8,  F  2,  8,  G  3,  5,  6,  J  3. 

23.  White,  O  2,  3,  4,  6,  Q.4,  R  4,  6,  S  5,  T  4. 
Black,  P  2,  3,  R  3,  S  3,  4. 

24.  #7>^,  Q_i7,  R  16,  17,  S  18. 

Black,  N  17,  O  17,  P  16,  Q_i6,  R  15,  S  16,  17. 

II.     Killing  Groups 

1.    (Plate  41,  A)    White,  O  17,  P  18,  Q14,  15,  16,  17,  R  13,  S  13,  14,  15. 

Black,  Q18,  R  14,  15,  16,  17,  18,  S  16,  T  15. 
2..  (Plate  41,  B)   White,  P  5,  Qj,  R  2,  5,  S  5,  6. 

Black,  O  2,  P  3,  4,  6,  Q_2,  5,  R  6,  7,  S  8. 

3.  (Plate  41,  C)    White,  B  15,  18,  C  16,  17. 

Black,  B  14,  C  14,  D  15,  16,  17,  18. 

4.  (Plate  41,  D)    White,  B  4,  C  3,  4,  E  1,  3,  F  2,  4,  G  2. 

Black,  A  3,  B  2,  3,  C  2,  D  2,  E  2,  F  1. 

5.  White,  B  4,  C  4,  D  3,  E  3,  F  2,  G  3. 
Black,  A3,  B3,  C2,  D2,  E2. 

6.  White,  B  16,  C  10,  D  13,  15,  16,  17. 

Black,  B  14,  C  12,  15,  D  18,  E  12,  F  14,  15,  17,  G  17. 

7.  White,  P  17,  18,  Q.15,  16,  R  13,  15. 
Black,  Q.17,  18,  R  16,  S  16. 

8.  White,  Q_i,  R  2,  3,  5,  S5. 
Black,  O  2,  Q,23  3,  4,  5,  6,  R  7,  S  7. 

9.  White,  B  5,  C  5,  8,  D  5,  E  2,  4,  F  2,  3,  4. 
Black,  B  4,  C  4,  D  2,  3,  E  3. 

10.  White,   B  15,  C  15,   17,   18. 

Black,  B  14,  C  12,  14,  D  15,  16,  17,  F  17. 

11.  White,  M  16,  O  15,  16,  18,  P  18,  Q_i4,  R  12,  15,  18,  S  16. 
Black,  L  16,  P  16,  17,  Q_i6,  18,  S  17,  18. 

12.  White,  Q_2,  R  2,  S  3,  4,  5. 
Black,  P  2,  3,  Q.3,  R  4,  5,  7>  S  6. 

13.  White,  B  4,  C  4,  6,  D  4,  E  3,  F  3,  G  2,  H  3. 
Black,  B  3,  C  3,  D  3,  E  2,  F  2. 


PROBLEMS 


207 


ABCDEFGHJ  KLMNOPORST 

19  . — 1 — 1 — 1 — 1 — 1 — 1 — 1 — 1 — 1 — 1 — 1 — 1 — 1 — 1 — 1 — 1 — 1 — 1  19 


18 
17 
16 
15 
14 
13 
12 
11 
10 


r 

> 

K. 

c 

A 

^     |BLA 

CK5 

MOV 

E 

W 

MTE 

'SM 

OVE 

B 

I 

LAC 

KS 

Af3\ 

£ 

D 

W 

HIT 

i'S  N 

OVE 

18 
17 
16 
15 
14 
13 
12 
11 
10 


A  B  C  D  E  F 


G  H  J  K  L  M 

Plate  4. 1 


N  O  P  O  R  S  T 


I 

208  THE    GAME   OF   GO 

14.  White,  C  17,  18,  E  16,  17,  F  15,  G  16,  H  16,  17,  K  16. 

Black,  B  17,  18,  C  16,  D  14,  16,  17,  E  13,  15,  G  14,  15,  17,  J  14,  15, 
K,  17,  L16. 

15.  White,  N  17,  P  16,  17,  18,  Q.15,  R  13,  15,  S  14. 
Black,  Q.16,  17,  18,  R  16,  S  15. 

16.  White,  P  2,  Q.2,  R  3. 
Black,  N  3,  O  3,  Q.3,  4,  R  5- 

17.  White,  B  16,   17,  C  17,  D  18,  19. 
Black,  C  12,  14,  16,  D  16,  17,  E  18,  F  17. 

18.  JFfcite,  H  3,  K  3,  4,  M  3,  N  4,  O  2,  P  3,  4,  0.6,  R  5,  S  1,  \. 
Black,  Pi,  2,  Q.3,  R  2,  3,  S3. 

19.  JF£ffe,  M  17,  O  16,  17,  P  15,  R  13,  15,  S  15,  16. 
Black,  P16,  Q16,  18,  R  16,  S  17. 

III.    Playing  for  "Ko" 

1.  (Plate  42,  A)   White,  O  16,  P  17,  18,  Q.16,  R  14,  16,  S  15. 

Black,  Q.17,  18,  R  17,  S  16. 

2.  (Plate  42,  B)   White,  O  4,  5,  P  2,  3,  6,  R  2,  6,  7,  S  3,  5. 

Black,  L  3,  N  3,  O  3,  P  4,  0.4,  R  4,  9,  S  4,  7,  T  4. 

3.  (Plate  42,  C)    JP&ifc,  B16,  17,  C18. 

Black,  C  13,  15,  16,  17,  D  18,  E  17. 

4.  (Plate  42,  D)  White,  B  4,  C  4,  D  4,  E  3,  4,  F  2,  G  4. 

A/a*:*,  C  2,  3,  D  3,  E  2. 

5.  0te,  B  4,  C  4,  D  3,  E  3,  F  2,  3. 
Black,  B3,  Ci,3,  D2,  E2. 

6.  White,  C  15,  16,  17,  D  18. 

Black,  B  14,  C  12,  14,  D  15,  16,  17,  E  18,  F  17. 

7.  White,  P  17,  18,  Q.17,  R  15,  16,  S  15. 
Black,  Q18,  R  17,  19,  S  16,  17. 

8.  /Tto,  03>  R  3.  s  4- 

Black,  O  3,  P  3,  Q.4,  R  4,  6,  S  5. 

9.  White,  B  5,  C  4,  5,  E  4,  F  4,  H  2,  4,  5,  J  3- 
Black,  B3,4,D3,E3,F3,G3. 

10.    JPfcrt*,  B  15,  16,  C  17,  18,  D  19. 

Black,  B  14,  18,  C  14,  15,  D  16,  18,  E  18,  F  16. 


PROBLEMS 


209 


ABCDEFGHJ    KLMNOPQRST 


19 
18 
17 
16 
15 
14 
13 
12 
11 
10 


* 

fc_ 

_r 

i 

r 

b 

r^ 

^ 

P 

L 

\ 

l 

iw 

c: 

A 

,„ 

WH 

its, 

MO1 

m 

BLA 

ZKSI 

10VE 

^ 

B 

D 

BLA 

CKS 

10V 

E 

BLA 

ck's 

MOV 

1 

fV 

V 

-C 

s 

A. 

i 

1* 

< 

J 

ff 

rv. 

ic 

s 

% 

K 

? 

19 
18 
17 
16 
15 
14 
13 
12 
11 
10 


ABCDEFGHJ    KLMNOPQRST 

Plate  42 


210  THE    GAME    OF   GO 

11.  White,  N  17,  O  18,  P  16,  17,  Q.16,  R  16,  S  16. 
Black,  P18,  Q.17,  R  17,  S  17. 

12.  F/>i>*5  P  2,  Q.2,  R  3,  4,  S  2. 

Black,  M  3,0  3,  P3,  Q.5,  R5,  S3,  4,  T2. 

13.  White,  A  2,  B  3,  4,  C  5,  D  4,  5,  F  4,  G  2,  3. 
Black,  B  2,  C  3,  4,  D  3,  E  3,  F  2. 

14.  FAz'te,  C  15,  16,  17,  D  16. 

Black,  C  14,  D  14,  15,  17,  18,  E  16,  F  17. 

15.  White,  N  17,  O  18,  P  16,  17,  Q.15,  R  15,  S  16. 
5/«r£,  P18,  Q.16,  17,  S  17. 

16.  White,  R  2,  4,  S  3. 

Black,  O  3,  P4,  0.2,  4,  R5,  6,  S4. 

IV.     Reciprocal  Attacks  ("  Semeai  ") 

1.  (Plate  43,  A)    White,  N  17,  P  17,  Q.17,  R  17,  S  18. 

Black,  Q.18,  R  14,  16,  18,  S  16,  17. 

2.  (Plate  43,  B)   White,  O  3,  P  2,  Q.2,  R  3,  S  3,  5. 

5/ar£,  Q_3,  4,  R  2,  6,  S  2,  7. 

3.  (Plate  43,  C)   White,  B  15,  16,  C  15,  17,  18,  D  17,  E  18. 

Black,  B  17,  C  16,  D  16,  18,  E  16,  17,  F  18. 

4.  (Plate  43,  D)    White,  B  2,  3,  4,  C  5,  D  3,  4,  6,  F  3,  G  2,  3. 

Black,  B  5,  6,  C  2,  3,  4,  7,  D  2,  E  2,  F  2. 

5.  »to,  B  3,  C  2,  3,  4,  D  4,  E  3,  F  3,  G  2,  3. 
Black,  A  3,  5,  B  4,  6,  C  5,  D  2,  3,  5,  E  2,  4,  5,  F  2. 

6.  White,  B  14,  15,  16,  19,  C  15,  17,  18,  D  18,  E  17,  F  17. 
Black,  B  13,  17,  18,  C  13,  14,  16,  D  15,  16,  17,  E  14. 

7.  White,  N  17,  O  17,  Q.16,  17,  R  18,  S  18. 
Black,  P18,  Q.15,  18,  R  15,  17,  S  17. 

8.  White,  P  2,  4,  0.2,  6,  R  3,  7,  S  3,  6. 
5/a^,  N  3,  O  2,  3,  P  3,  Q.3,  R  4,  5,  S  4. 

9.  White,  A  4,  B5,C5,  7,  D2,3,  5,  E3,4. 
Black,  B  3,  4,  C  2,  4,  D  4,  6,  E  5,  6,  F  2,  4,  G  3. 

10.  White,  B  13,  14,  15,  C  15,  18,  D  16,  17,  18. 
Black,  B  12,  16,  C  12,  13,  14,  16,  17,  D  15,  E  15. 

11.  White,  O  2,  4,  P  2,  4,  Q,2,  3,  5,  R  5,  7,  S  4. 
5/^,  M  3,  N  2,  3,  O  3,  P3,0.4,  R3.4. 


PROBLEMS 


211 


ABCDEFGHJ    KLMNOPQRST 

19  i — i — i — i — i — i — i — i — i — i — i — i — i — i — i — i — i — i — i   19 


18 
17 
16 
15 
14 
13 
12 
11 
10 


1 

c 

A 

BLA 

CKS 

MOV 

E 

1 

*vHr 

re's 

*0\ 

E 

B 

I) 

BLA 

CKS 

40V 

E 

i*  T 

WHI 

TE'S 

MOV 

E 

^ 

18 
17 
16 
15 
14 
13 
12 
11 
10 


ABCDEFGHJ    KLMNOPQRST 

Plate  43 


212  THE    GAME   OF    GO 

12.    White,  Q.H,  12,  13,  R  II,  14,  15,  S  16,  T  14. 
Black,  Q.14,  15,  R  12,  13,  16,  17,  18,  S  11,  13. 

V.     Connecting  Groups 

1.  (Plate  44,  A)    White,  K  14,  16,  18,  L  18,  M  13,  N  13,  15,  O  16,  P  14, 

17- 

Black,  M  16,  18,  N  14,  17,  Q_i4,  15,  16,  R  17. 

2.  (Plate  44,  B)    White,  N  5,  O  4,  6,  P  4,  Q.3,  8,  R  3,  8,  S  3,  4,  7,  9- 

Black,  N6,  P5,  6,  8,  9,  R  4,  6,  7,  10,  11,  S  5. 

3.  (Plate  44,  C)   White,  C  11,  12,  13,  14,  18,  D  14,  17,  E  18,  G  17. 

Black,  B  10,  C  9,  16,  17,  D  10,  13,  15,  E  11,  14,  F  13, 
16. 

4.  (Plate  44,  D)    White,  C  2,  3,  5,  6,  E  7,  G  3,  5,  H  3,  5. 

Black,  D  3,  5,  E  5,  F  3,  6,  G  6,  J  4,  7,  K  3,  6. 

5.  White,  A  2,  B  2,  5,  C  6,  D  3,  E  5,  7,  F  5,  G  2,  3. 
5/af£,  C  1,  2,  3,  4,  D  4,  G  5,  H  2,  3,  4. 

6.  #%/>*,  B  13,  17,  C  13,  17,  D  13,  16,  17,  E  17,  F  17. 
Black,  B  15,  C  10,  14,  16,  D  11,  E  14,  16,  F  12,  14. 

7.  White,  M  2,  3,  P  2,  3,  R  2,  3,  4,  S  5,  6. 
Black,  N  4,  P4,  Q.2,3,4,  6,  R  5,  S  2,  3. 

8.  White,  M  13,  15,  N  11,  O  10,  15,  P  13,  Q9,  14,  R  10,  15,  S  12,  16. 

Black,  O  12,   17,  P  12,  Ql6,  R  II,   12,   13,  17,  S  13,   17. 

9    White,  B  2,  3,  C  2,  4,  D  6,  F  4,  7,  G  3,  5,  H  3,  5,  J  6,  K  5,  L  4. 
5/flfj&,  C  3,  D  2,  3,  E  3,  5,  F  3,  G  4,  J  4,  5,  K  4,  L  3,  M  3. 

10.  White,  C  12,  17,  D  9,  14,  18,  E  10,  12,  13,  17,  F  17,  G  15,  H  12,  14. 
Black,  C  8,  9,  14,  15,  16,  D  10,  E  15,  16,  F  13,  14. 

11.  White,  H  17,  J  17,  K  17,  N  15,  O  15,  17,  P  17. 

Black,  J  16,  K  14,  16,  M  14,  16,  N  16,  O  13,  Q14,  17,  R  16. 

12.  White,  Q8,  9,  R  3,  4,  5,  10,  11,  12,  S  2. 
Black,  P  3,  5,  7,  8,  9,  Q,2,  5,  10,  R  2,  7,  S  1. 

VI.     "Or  otoshi" 

1.  (Plate  45,  A)    White,  P  18,  0,15,  16,  17,  R  17,  18,  S  17. 

Black,  O  17,  18,  P  14,  16,  Q.14,  R  14,  16,  S  16,  18,  T  17. 

2.  (Plate  45,  B)  White,  N  5,  O  4,  P  3,  4,  6,  Q.2,  R  2,  7,  S  3,  4,  6,  T  5. 

Black,  M  4,  N  2,  4,  O  3,  P  1,  2,  Q.3,  5,  R  3,  5,  S  5- 


PROBLEMS 


213 


ABCDEFGHJ  KLMNOPORST 

19  . — r-n — 1 — 1 — 1 — 1 — 1 — 1 — 1 — 1 — 1 — 1 — 1 — r— 1 — 1 — 1— 1  19 


18 

1/ 

16 

15 

14 

13 

12 

11 

10 

9 

8 

7 

6 

5 

4 

3 

2 

1 


_A_ 

4fe 

^ 

W 

c 

BLA 

CK5 

MO1 

VTE 

A 

BLA 

ck's 

40V 

E 

D 

B 

WH1 

TES 

M0\ 

HE 

WH1 

te's 

viovk  2 

Jfc 

*K 

fc 

1 

P 

r 

^Oy^ 

K 

Jv. 

JK 

18 

17 

16 

15 

14 

13 

12 

11 

10 

9 

8 

7 

6 

5 

4 

3 

2 

t 


ABCDEFGHJ    KLMNOPORST 

Plate  44 


214 


THE   GAME   OF   GO 


ABCDEFGHJ     KLMNOPQRST 


19 

18 
17 

16( 
15 
14 
13 

12 
II 
10 


A 

WE 

ITE 

5  M 

OVE 

c 

BLACK 

JsmJove 

D 

B 

WH 

TElS 

MC 

>VE 

BU 

lCKS 

MO 

VE 

19 
18 
17 
16 
15 
14 
13 
12 
11 
10 


ABCDEFGHJ    KLMNOPQRST 

Plate  45 


PROBLEMS  215 

3.  (Plate  45,  C)  White,  A  16,  B  13,   15,   17,  18,  C  14,  19,  D  16,  17,  18, 

E  13,  16,  F  16,  G  14,  15. 
Black,  B  16,  C  15,  16,  17,  18,  D  15,  E  15,  F  15,  17,  G  16, 

17- 

4.  (Plate  45,  D)    White,  B  3,  C  1,  3,  4,  5,  6,  D  2,  E  3,  F  2. 

Black,  A  3,  B  2,  4,  5,  6,  C  2,  7,  D  7,  E  4,  6,  F  4,  G  2,  3. 

5.  White,  A  3,  B  4,  C  4,  D  3,  4,  F  2,  3,  4. 

Black,  B  3,  C  3,  5,  6,  D  2,  E  2,  6,  F  1,  G  2,  +)  5,  H  3. 

6.  White,  A  18,  B  15,  17,  C  14,  18,  D  14,  19,  E  14,  18,  F  15,  18,  G  19, 

H  16,  17,  18. 
Black,  A  16,  B  16,  18,  C  16,  D  15,  17,  18,  E  17,  F  17,  G  17,  18. 

7.  White,  P  5,  6,  Q.3,  4,  9,  R  3,  9,  S  4,  5>  7>  8,  T  6. 
Black,  N  4,  P  2,  3,  4,  05>  R  4>  5.  6>  7,  8»  s  6. 

8.  JP&iw,  Oj6,  17,  18,  R  13,  14,  15,  16,  18,  S  16. 

Black,  O  17,  P  12,  15,  iS,  Oj3>  x5>  R  I2>  J7>  S  13,  14,  15,  17,  18,  T  16. 

9.  White,  A  3,  4,  B  4,  6,  C  2,  3,  5,  D  1,  3,  E  3,  F  3,  G  3,  H  3,  J  2,  3. 
Black,  B  1,  2,  3,  C  1,  4,  D  2,  4,  E  2,  4,  F  2,  5,  G  2,  H  2,  5,  J  1,  K  2, 

3,  4- 

10.  White,  A  9,  12,  B  8,  10,  11,  13,  14,  16,  17,  C  8,  15,  D  9,  15,  E  11,  13, 

Black,  A  18,  B  9,  12,  18,  C  9,  10,  11,  12,  13,  14,  17,  D  14,  17,  E  15,  16. 

11.  White,  H  17,  J  15,  18,  L  14,  15,  M  14,  N  15,  16,  17,  O  17,  18,  P  17, 

Q.I7- 
Black,  K  17,  L  16,  M  15,  16,  18,  N  14,  18,  O  14,  19,  P  18,  OJ5>  18, 
R  16,  17. 

12.  White,  O  4,  6,  P  2,  3,  8,  09>  R  4,  5,  6,  9,  S  3,  4,  7,  9,  T  7,  8. 
Black,  O3,  4,  5,  6,  7,  R  3,  7,  8,  S  2,  6,  8,  T  2. 

VIE     Cutting 

1.  (Plate  46,  A)    White,  C  15,  D  17,  18,  E  15,  17,  G  18,  H  18,  J  13,  K  13, 

14,  15.  l6»  J7>  l8- 
Black,  E  18,  F  12,  17,  18,  G  13,  15,  17,  H  12,  J  11,  14, 
L  12,  16,  18,  M  14,  16,  N  18. 

2.  (Plate  46,  B)    White,  J  3,  K  5,  6,  L  3,  4,  7,  P  3,  5,  7,  0.2,  3,  9>  R  6- 

Black,  L  5,  8,  M  3,  8,  N  3,  5,  7,  O  3,  8,  P  2. 

3.  White,  C  15,  D  18,  E  13,  1 5,  16,  17,  H  18,  J  12,  15,  17,  K  13,  14,  15,  17. 


2l6 


THE   GAME    OF   GO 


ABCDEFGHJ    KLMNOPQRST 

19  i — i — i — i — i — i — i — i — i 1 — i — i — i — i — i — i — i — i   19 


18 

17 

16 

15 

14 

13 

12 

11 

10 

9 

8 

7 

6 

5 

4 

3 

2 


A 

A 

WH] 

rE's 

MOVE 

r 

~^ 

L 

J 

R 

WH 

rre's 

MOV 

E 

r 

> 

• 

D 

L 

18 

17 

16 

15 

14 

13 

12 

11 

10 

9 

8 

7 

6 

5 

4 

3 

2 


A   B   C    D    E    F 


G   H    J    K    L 

Plate  46 


MNOPORST 


PROBLEMS  217 

Black,  E  18,  F  12,  13,  17,  18,  G  15,  17,  H  12,  13,  J  n,  14,  L  12,  16,  17, 
M  14. 
4.   White,  H  5,  7,  9,  10,  J  3,  K  3,  5,  7,  9,  L  2,  3,  M  2,  9,  O  4,  6,  7,  8,  Qj, 

R3- 
fl/ac*,  G  5,  6,  7,  9,  H  3,  4,  8,  J  2,  M  3,  5,  7,  N  2,  3,  5,  7,  P  2,  Q.2. 

SOLUTIONS   TO   PROBLEMS 

I.     Saving  Threatened  Groups 

1.  T  19. 

2.  T2,  S  1,  T4,  Q.2,  R  1. 

3.  A  18,  A  16,  B  16. 

4.  B2,  Ci,  Bi,  Di,  C2. 

5.  A  2,  B  1,  A  4  or  A  2,  A  4,  B  1. 

6.  C  17,  C  18,  D  17,  E  17,  B  18,  D  18,  A  18,  B  19,  A  12,  A  14,  B  14. 

7.  O  18,  N  18,  Q.17,  R  18,  P  18,  N  17,  R  17,  O  19,  R  19,  P  19,  T  17  or 

O  18,  P  18,  R  18,  or  O  18,  R  18,  P  18. 

8.  S2,  R  1,  S  1. 

9.  B  1,  A  2,  B2. 

10.  A  17,  B  19,  B  18,  A  14,  C  19,  A  16,  A  19,  B  17,  B  16. 

11.  T  16,  T  18,  T  14  or  T  16,  S  12,  T  18. 

12.  S5,  S6,T5. 

13.  C  1. 

14.  B  19. 

15.  S  18,  S  19,  S  13,  T  18,  S  15,  T  17,  T  14  or  S  18,  S  13,  T  16. 

16.  S  5,  T  5,  T  4,  S  4,  T  2,  T  6,  Q.2,  or  S  5,  T  5,  T  4,  S  4,  T  2,  Q.2,  S  3, 

T4,  T6,  T4,  T5,  Si,  S  8. 

17.  A3,  B  i,B2,  E3,A  1,  A  2,  C  1. 

18.  F  17,  G  17,  F  18,  G  18,  D  18,  E  18,  D  19,  E  19,  D  16,  F  19,  B  19,  A  18, 

B  18,  A  17,  D  14,  C  18,  B  17,  C  19,  B  16,  or  F  17,  G  17,  F  18,  G  18, 
D  18,  E  18,  D  19,  E  19,  D  16,  F  19,  B  19,  C  18,  B  18. 

19.  Q.15,  Qj4,  R  15,  S  15,  T  16,  S  14,  Q.19,  T  17,  S  18,  N  19,  R  19. 

20.  T3,  S6,  T5,  S3,  R3. 

21.  A  16,  A  17,  A  15,  B  18,  B  19,  B  17,  A  18,  A  19,  C  19. 

22.  C  3,  B  3,  B  2,  B  1,  A  2,  A  3,  B  6,  B  5,  A  5,  A  1,  D  4,  B  4,  B  8,  E  1, 

B9. 


2i8  THE   GAME    OF   GO 

23.  S  i,  T2,  T 3j  P  i,  Q.i,  Q.2,  Q.3,  R  i,  R  2. 

24.  T  17,  S  15,  R  19. 

II.     Killing  Groups 

1.  Q.19,  S  18,  T  17,  T  16,  R  19,  S  19,  T  18,  P  19,  Q_i9. 

2.  S  2,  Q.4,  O  5,  R  3,  R  1,  S  1,  T  1,  S  3,  T  4,  T  3,  S4,  or  S  2,  R  1,  R  4, 

R  3,  Q.4,  S  4,  S  3- 

3.  B  19,  C  19,  C  18,  A  19,  A  17. 

4.  A  1,  D  1,  B  1. 

5.  Bi,  B2,  A  1,  E  1,  Ci. 

6.  C  14,  E  18,  C  18,  E  17,  B  17,  C  16,  A  17,  A  16,  B  19  or  C  14,  C  18, 

E  18,  B  18,  C  16,  C  17,  A  16,  A  15,  A  17,  B  15,  C  19,  B  19,  A  18  or 
C  14,  C  18,  E  18,  C  16,  B  19,  C  19,  B  18,  B  15,  A  15. 

7.  S  18,  R  18,  S  19,  R  19,  S  17,  R  17,  S  15. 

8.  T5,  T4,  R4,  S4,  S2,  S3,  T2. 

9.  B  2,  A  2,  C  2,  D  1,  A  4,  A  3,  A  5,  B  3,  B  1,  D  4,  C  1  or  B  2,  B  3,  C  2, 

D  1,  A  2,  B  1,  A  4,  A3,  D  4. 

10.  A  15,  A  17,  D  18,  C  16,  A  16,  B  16,  B  18  or  A  15,  B  16,  D  18. 

11.  R  19,  P  14,  O  13,  O  17,  N  18,  R  17,  P  19. 

12.  T2,T5,T3,  Q.I.S2,  R3,  S  i,orT2,T5,  T  3,  S  2,  Q_i,R  i,Ti. 

13.  F  1,  D  1,  A  3,  A  2,  B  1,  C  1,  G  1,  B  2,  D  2,  C  2,  E  1. 

14.  L  18, G  18, H  i9,D  18, E  i9orL  18, D  18,  F  18,  G  18,  F  17,  E  18,  H  18. 

15.  S  17,  S  16,  S  19,  R  18,  S  18,  T  18,  T  17,  T  16,  Q.19,  R  19,  P  19. 

16.  S  3,  S  2,  S  4,  T  2,  O  2,  P  1,  R  1,  R  2,  S  1. 

17.  B  19,  B  18,  E  19,  C  18,  B  15. 

18.  R  1,  N  2,  O  3,  O  1,  M  1,  M  2,  Q_i,  L  2,  N  1,  L  1,  N  1,  M  1,  T  3,  T  2, 

T4, 

19.  S  18,  T  17,  R  17,  R  18,  T  18,  Q.17,  T  16,  R  17,  P  18. 

III.     Playing  for  "Ko" 

1.  S  18,  T16,  T17. 

2.  P  1,  O  2,  T  2,  T  3,  Q.2,  Q.3,  R  3,  S  2,  R  1,  T  1,  N  2  or  P  1,  Q.i,  Q.3, 

Q.2,  S2,  T  2,  S  1,  R  3,  O2  or  P_i,  S  2,  O  2,  Q.i,  S  6,  S  8,  R  5,  R  8, 
Q.3,  Q.2,  T3,  T2,  S  1. 

3.  A  18,  C  19,  B  19. 

4.  Di,  B2,  B3,  A3,  A  2,  Ai,Bi. 


PROBLEMS  219 

5.  A  2,  B2,  A3,  E  1,  B  1. 

6.  B  18,  D  19,  C  19. 

7.  T  18,  S  18,  P19,  T19,  Q.19. 

8.  S2,  T4,  T3. 

9.  C  3,  C  2,  B  1,  A  2,  E  1,  F  1,  F  2,  E  2,  G  1,  A  4,  C  1,  D  1. 
^10.  A  18,  A  17,  B  19. 

11.  P  19,  T  17,  T  18,  S  19,  R  19,  R  18, Q.18  or  P  19,  R  19,  S  19,  S  18,  T  19 

or  P  19,  S  18,  T  18,  R  18,  Cm8,  R  19,  S  19. 

12.  R  1,  S3,  T  1. 

13.  C  1,  D2,  A  1. 

14.  B  14,  B  13,  B  18,  A  14,  A  17,  C  18,  A  15,  B  15,  B  16. 

15.  R  18,  R  16,  S  19,  T  18,  T  17,  P  19,  Q.19. 

16.  Q.3,  P  2,  S  5. 

IV.     Reciprocal  Attacks  ("Semeai") 

1.  S  19. 

2.  S4,R4,RiT4,T2,T3,T6. 

3.  Bjl8,  D  19,  B  19,  C  19,  F  19. 

4.  B  1. 

5.  B  1,  A  2,  F  1. 

6.  A  18. 

7.  T  18,  R  19,  R  16,  S  16,  S  15,  S  14,  P  17. 

8.  S2,  R2,  T3. 

9.  B  2,  A  2,  B  1,  C  1,  C  3,  A  1,  B  2,  B  1,  B  5. 

10.  A  16,  A  17,  B  18. 

11.  S  2,  S3,  R  2,  T2,  S  1. 

12.  T  12,  T  11,  S  10. 

V.     Connecting  Groups 

1.  O  15,  N  16,  M  15,  O  14,  O  17  or  O  15,  P  15,  P  18,  CmS,  P  16,  O  17, 

O  18,0.17,0  14. 

2.  T  5,  T6,  S  6,  T  4,  Q.5,  0.6,  P  7,  O  7,  O  5,  Q.7,  R  5,  0.4,  R  5,  0.5, 

T3- 

3.  EJ5,  E  16,  Bvj,  B  16,  D  16,  C  15,  Aj6. 

4.  F  5,  E  6,  E  2,  F  2,  E  4,  D  4,  E  3,  D  2,  D  1. 

5.  F4,  E4,  F3,  E3,  F2. 


220  THE   GAME   OF   GO 

6.  A  15,  A  16,  B  16,  A  14,  C  15. 

7.  Q_i,S4,  R  i,03,  N  1,02,  O  1. 

8.  S  15,  T  15,  S  14,  R  16,  Q.15,  R  14,  P  14. 

9.  J2,H2,Hi,j3,K3,H4,Gi,F2,Fi. 

10.  F  12,  F  11,  D  11,  E  11,  B  17,  B  18,  B  11,  B  12,  A  12,  B  13,  B  14,  A  13, 

D12. 

11.  L  16,  M  15,  M  18,  L  18,  M  17,  L  17,  L  19. 

12.  S  8,  S  7,  T  7,  R  8,  Q7,  S  9,  R  9,  R  6,  T  8,  Q.6,  T  5  or  S  8,  S  7,  T  7, 

R  8,  Q.7,  R  9,  S  9,  T  6,  Q.6. 

VI.      "Ol    OTOSHl" 

1.  T  18,  T  19,  R  19. 

2.  S  2,  S  i,  T  2,  T  3,  Q_i,  T  1,  S  2. 

3.  B  19,  A  19,  A  17,  A  15,  E  18. 

4.  A  2,  A  1,  A  4,  A  5,  D  1. 

5.  C2,  B2,  Bi,Ci,  A  2. 

6.  B  19,  C  19,  C  17,  A  19,  B  18,  B  19,  A  17. 

7.  S  3,  S  2,  R  2,  T  3,  Q.2,  S  3,  T  5,  Q.8,  T  7,  S  9,  S  1,  Q.7,  T  2. 

8.  T  15,  T  14,  T  18,  S  19,  T  17,  T  19,  T  17,  T  18,  R  19,  S  11,  T  17,  S  17. 

9.  H  1,  G7,  E  1,  Fi,  Di. 

10.  B15,  A  15,  A  13,  A  14,  A  17. 

11.  M  17,  L  17,  N  19,  M  19,  L  18,  K  18,  K  19,  L  19,  J  19. 

12.  T3,  S5,  T4. 

VII.     Cutting 

1.  G  16,  F  16,  G  14,  F  14,  F  15. 

2.  N  6,  M  6,  O  6,  M   7,  M  4. 

3.  G  16,  F  16,  G  14,  H  15,  F  15. 

4.  K  6,  J  6,  L  6,  J  8,  F  4. 


RETURN     CIRCUIATION  DEPARTMENT 


IS^RwH ?ABM.Sd H*  3-MONTHS.  AND  1-YEAR. 
RiNEWAUS:  CALL  (415)  642-3405 

dueaOI^I^I^ 


04 


V,  N0.  DD6,  60.,  1  /B3         BERKELEY,  CA  94720  » 

lOW  ^HP  after  _     QZC  2  8^1     9 


uoan 


,R'fS 


C°3i^a 


I 

\ 

■ 

if** 

• 

s 

CSV,-- 

* 

_3 

, \ .  . 

wn 


US 

■Pi 


B9 


KK8 


ffiHfgwi